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February 1986 

& & - « -' -r * 


Gold Medals for 

THE EIDOLON 

Activision ^ r 


Gremlin Graphics 


Ocean's master music maestro 














: 




IMIiMJlSM 


flrtfe &jM BMM M 


A plane crash in the dark forests 
infamous as it is unknown 
Is&ffpliHng into the jungle 
untold adventure set against the 
sceneries . . . 


the ghostlike images 
a quest of unimaginable combat ahe 
' eerie backdrop of gripping jungle 
the mesmerising compulsion that is . . . the Legend of 

the Amazon Women. 

In the treacherous jungles of South America the rule of survival is 


victory against all odds 











LEAVE THE REST BEHIND 


ohn ny 


Max Throttle 


MAIL ORDER 

Enclose crossed cheque/PO made payable to 
Firebird Software, for £14.95 cassette or 
£17.95 disc, to Kay Newman 
FREEPOST FIREBIRD; Wellington House, 
Upper St. Martin’s Lane, London WC2H 9DL 


FIREBIRD SOFTWARE * WELLINGTON HOUSE 
UPPER ST MARTIN’S LANE LONDON WC2H 9DL 


FIREBIRD IS A TRADEMARK OF BRITISH TELECOMMUNICATIONS PLC 


REVS IS A TRADEMARK OF ACORNSOFT LTD 


I 







ZZAP! 64 February 1986 5 








ISSUE 10 FEBRUARY 1986 


Editor 

Roger Kean 

Assistant Editor 

Gary Penn 

Sub-editor 

Sean Masterson 

Software Editor Julian Rignalt 

Software Reviewers Gary Liddon, 

Paul Sumner 

Staff Writer Lloyd Mangram 
Art Editor Oliver Frey 
Art Director Dick Shiner 
Production Controller 
David Western 

Production Gordon Druce, Tony 
Lorton 

Process camera Matthew 
Uffindell 

Photographer Cameron Pound 
Client Liaison Roger Bennett 
Subscriptions Denise Roberts 
Mail Order Carol Kinsey 

© 1986 Newsfield Limited 


Stott 


Editorial and production: 

1/2 King Street, Ludlow, 
Shropshire SY8 1AQ 
® 0584 5851 

Mail order and subscriptions 

PO Box 10, Ludlow, Shropshire 
SY8 1DB 
® 0584 5620 

Printed in England by Redwood 
Web Offset, Yeoman Way, 
Trowbridge, Wilts. Colour 
origination by Scan Studios, 
Wallace Road, London N1 

Distributed by COMAG, Tavistock 
Road, West Drayton, Middx UB7 
7QE 

No material may be reproduced in 
whole or in part without the written 
consent of the copyright holders. We 
cannot undertake to return any written 
or photographic material sent in to 
ZZAP! 64 magazine unless 
accompanied by a suitably stamped 
addressed envelope. Unsolicited 
written or photo material which may 
be used in the magazine is paid for at 
our current rates. 


Rockford appears in Z2AP! 64 by 
kind permission of First Star Inc., 
whose copyright he remains. 


A NEWSFIELD PUBLICATION 
Cover by Oliver Frey 


mZmtmu® 


HOT GAMES FOR FEBRUARY 
18 FIGHT NIGHT 

You've already read the review, now we give the 
comments and ratings for this Sizzier. 

20 BOUNDER 

Gremlin Graphics leap into action with this 
unusual Gold Medal game. 

28 THE EIDOLON 

Activision present the new Lucasfilm Gold Medal 
mind-epic with superb dragon animation. 

34 DEUS EX MACH IN A 
Repackaged by Electric Dreams, this year-old 
Automata 'experience' re-emerges as fresh and 
original as ever. 


FEBRUARY SPECIALS 

4 7 A CHA T WITH TONY CROWTHER 
First of an irregular series featuring Gary Liddon 
on his round of the national highstreets, bumping 
into famous programmers for a gossip. 

SO MARTIN GALWA Y 

Sean Masterson interviews the man behind much 
of the music on Ocean games. 

62 THE ART GALLERY 

In the first of our irregular articles related to 
Compunet, we bring you some example of 
computer art taken direct from the net. 

95 LUCASFILM INTERVIEW 

In Part One of a ZZAP! exclusive, Gary Penn gets 

on the phone to Los Angeles to talk to the team 

L h «iR»?.l‘1SSi BALLBLAZER ' FRACTALUS, 
KORONIS RIFT and now THE EIDOLON. 


" WHO’s TV& 

Wieupwr 


ZZAP SECTIONS 
9 EDITORIAL 

How the ratings work, state of software and 
indexes. 

II ZZAPRRAP 

Lloyd and the team answer your letters as best 
they can, deluged as they are with Pet Person 
Problems . . . 

41 NEWSFLASH 

The latest bits and pieces from around and about. 

55 ZZAP TIPS 

More cheats, pokes and genuine help from Gary 
Penn, also part two of the UNDERWURLDE map. 

Z?£J* ROMCLES OF THE white wizard 

Ol Whitey gets to grips with some new 
adventures like WORM IN PARADISE from Level 9 
and takes an early look at LORD OF THE RINGS. 

79 SHADOW SPIEL 
The mysterious figure from Compunet, The 
Shadow, tells it like it is with up and comina 
games. 3 

104 ZZAP STRATEGY 

Sean Masterson takes a trip down memory lane 
back to the Falklands. 

III THE TERMINAL MAN 

und^ S Arcadians continue their quest for 


PRIZE COMPETITIONS 
44MASTERTRONIC GO MAD 

Win a crazy day out with Mastertronic by 
completing a spy story. 

76 BOUNDALONG WITH GREMLIN 

An exciting comp to celebrate BOUNDER'S Gold 
Medal 

82 IT'S ALL IN THE MIND 
Activision are offering a disk drive, all four 
Lucasfilm games on disk and cassette and 50 
copies of their Gold Medal latest, THE EIDOLON to 
winners of a ZZAP! Reviewer mind probe. 


4 * ^ y^y 


The next issue of ZZAP! goes on sale from 

February 9th — missing it could lead to 
termination with extreme prejudice 



John Menzies 




Your driving skills will be driven to 
the limit in this simulation of the 
hit T.V. series. Just you and a car 
named'iCITT" - the ultimate 

driving team! 


Warrior robots in disguise. 
Earth has been invaded by 
powerful robots from the 
planet Cybertron. 

Transform into the role of the 
heroic autobots (Jazz, Hound, 
Mirage and Optimus Prime) in. 
their deadly battle with the evil 
decepticons. 

TRANSFORMERS - More 
than meets 
the eye! 


COMMC 


Ocean House • 6 Central Street • Manchester • M 5 
W) whcmith rjMBI Al-J Will WOOLWOKTH ft 


Ocean Software is available from selected branches of 








k f 

nr \ m 




lit,- 


The box-office smash hits your 
screen with all the high-energy 
drama that only Rambo can 
S create. Take the role of 
Sylvester Stallone in the 
explosive all-action 
battle scenes. 


Become the hunter and 
the hunted in this 
breathtaking simulation 
of the famous film and 

TV series with 
Hyperthrust feature, 
helicopter attacks and 
daring rescue attempts 
that only the man and 
machine combination of 
Street Hawk can survive. 
/A| I D Don't miss it - 

m m burn tread on 

jDORE 64 the streets! 






y j 

up / 

m w _ 




mum » 




SA:5NS Telephone 061-832 6633 • Telex 669977 
f , ASKYS , Rumbelows. Greens . Spectrum Shops and all good software dealers. Trade enquiries welcome. 



WIRE HITS 


FROM THE 


COMPUTER DREAMLAND 


TWO EXCITING GAMES 



AVAILABLE ON COMMODORE 64/128 & ATARI 


Electric Dreams, Unit 10, The Parkway Industrial Centre, Birmingham B7 4LY. Telephone: 021-359 3020 Telex. 337268 


V 




THEZZAP! 

RATINGS 

It's some time since we carried 
details on the games review 
ratings in ZZAP! Since they were 
last seen, a host of new readers 
have joined us, not least, those 
from the Far East and Australia, 
so it seems an appropriate 
moment, at the start of a new 
software year, to repeat the vital 
statistics. 


PRESENTATION: Packaging, 
printed instructions, on-screen 
instructions, loading, play 
options, program facilities 
(including things like ease of 
joystick or keyboard control), 
on-screen impression — 
everything except the game 
itself. 

GRAPHICS: Variety, detail and 
effectiveness of screen pictures, 
quality of animation, 
smoothness of movement. 


OVERALL: With all the above 
ratings in, this is IT! — what the 
reviewers think in general. 

HOW TO USE THE 
RATINGS 

Most importantly, you must 
realises that ratings are only a 
guide, important in the context 
of the review itself, but 
secondary to what is written. Of 
the ratings, some are more 
important than others as a 
buying consideration. 
PRESENTATION is only of 
moderate importance, for 
instance, butyou may have your 
own set of criteria in judging 
what we say. The ratings are 
arrived at with discussion 
among the various reviewers, 
and of course the results cannot 
be considered as infallible — the 
reviewers are only human (at 
least they think so), and 
sometimes there is a radical 
disagreement which inevitably 
affects the way the ratings come 
out. 


SOUND: Variety and 
effectiveness of sound effects, 
quality both technically and 
aesthetically of music. Also: 
does sound annoy? 

HOOKABILITY: How strongly 
does the game make you want 
to play it and keep playing it? 

LASTABILITY: How long will it 
keep its hold on you? 

VALUE FOR MONEY: Takes 
into accountthe price plus all the 
above ratings. 


THE ZZAP! LABELS 

GOLD MEDAL AWARD: 

Definitely a game above all 
others in the month of review. 
There may not be a Gold Medal 
game every issue, but if there is, 
get it! Just occasionally there 
may be more than one . . . 
SIZZLER: Hot games of the 
month — must normally score 
around 90%. We reckon any 
ZZAP! Sizzler is a great buy, 
unless you really hate that 
particular type of game. 


GAMES REVIEWED IN THIS ISSUE 


Blade Runner 
Bounder 
Causes of Chaos 
Commando 
Desert Fox 
Deus Ex Machina 
The Eidolon 
Falklands 82 
Fight Night 
Friday the 13th 
Gertie Goose 
Gyroscope 


88 

Masquerade 

69 

(GM) 20 

One Bite Too Deep 

93 

70 

Outlaws 

94 

25 

Rambo 

23 

84 

Revs (S) 

32 

34 

Space Pilot II 

87 

(GM) 28 

Starion 

90 

105 

Wild West Hero 

74 

18 

Wishbringer 

68 

37 

Worm in Paradise 

70 

92 

Zorro 

38 

24 




ADVERTISERS' INDEX 

Activision 64 

Beyond 31 

English Software 39 

Evesham Micro Centre 13 
Firebird 4, 107 

Gremlin 15 

Imagine 46, 89 

Insight 44 

Ocean 6, 7, 40, 77, 

86, 99, 116 

Odin 10 


Rainbird 27 

Realtime 22 

Reelax 91 

Ultimate 78 

US Gold 2,3,8, 19,49, 

61,67, 72, 115 
WH Smith 17 

ZZAP! Back Numbers 93 

ZZAP! Binders 43 

ZZAP! Caps and T-shirts 94 

ZZAP/Gremlin Tracksuits 70 

ZZAP! Mail Order 52, 53 



GOOD STUFF, BAD 
STUFF 

It's a fine way to kick off the New 
Year, isn't it? A letter 
complaining (see RRAP) that I 
said unfortunate things about 
Commodore software leading 
up to Christmas (when I'm sure I 
didn't really, but I've replied in 
Rrap, so no more on that), and 
here we are with the most 
divisive issue of ZZAP! I think I 
can remember. By which I mean, 
at one end there are some really 
excellent programs, and at the 
other end, some of the worst 
we've seen in ZZAP! Towers. 
What's happened to the 
reasonable middle? Review 
journalism should attempt to be 
constructive rather than merely 
clever at the expense of the 
product reviewed, but at times 
it's hard to be so when faced 
with games that no one can 
quite see any point to. Well, 
you'll no doubt make up your 
own minds, but there's quite a 
bit of fairly savage criticism in 
the pages of this issue. 

However, there's also some 
criticism of a different kind from 
a new face in the pages of ZZAP! 
Art critic Brigitte Van Reuben 
joins the ZZAP! Compunet 
watchers to look at some 
graphic wonders we've picked 
up off the net. This is the first 
UPLD from the net to the pages 
of ZZAP! but there'll be lots 
more in future issues. One of the 
more interesting pages in 
Compunet's ZAP CLUB is 
'Shadowspiel' — a new column 
that defies description — in fact 
it defies most things, but at least 
the Shadow (who sees all for he 
moves by night) tells the truth — 
at least, HE says he does. If 
you're not on the net yet, better 
get moving . . . 



What's the difference between a 
SIZZLER and a GOLD MEDAL? 


None, as far as layout are 
concerned. 

The more observant amongst 
you will have noticed that Ball- 
blazer was a Sizzler last month, 
when in fact it should have been 
a Gold Medal. Yep, take a closer 
look at the ratings- bit high for a 
simple Sizzle, eh? It seems that 
someone upstairs in Art has bad 
eyesight. . . . Anyway, to rectify 
the situation, hea r's your very 
own do-it-yourself layout kit. All 
you need is a sharp knife (a pair 
of scissors will do, but make 
sure Mummy or Daddy is there 
to help) and some glue. Cut 
around the necessary bits and 
stick them over the offending 
Sizzler logo. Simple, eh? 


THE MONTHLY SOFTWARE STAR FOR 
YOUR US GOLD CALENDAR 


Have you seen our super US Gold Caienda 
Offer in the last issue of ZZAP!? We joined 
forces with US Gold to help you plan your 
way through a brighter year of software. 
Last month we gave you a six month 
calendar in which each month contained c 
Red and a Blue star. Between now and 
June, we'll be printing oneBlue star in eact 
issue of ZZAP! (there r ll be two in the June 
issue to complete the first six months). Cu 
out the stars and affix them in the 
appropriate places on the calendar. US 
Gold are printing Red stars, on some of 
their games packages, and if you collect a 
US Gold title a month, you can cut out the 
Red stars and stick them on the calendar a: 
well. When the six months are completed, 
just follow the instructions on the calendai 
and send it into US Gold at Unit 10, The 
Parkway Industrial Centre, Heneage 
Street, Birmingham B7 4LY to receive a free 
game. Then there'll be another six months 
calendar with stars to collect! Watch out foi 
an exciting Software 86 with your US 
GOLD/ZZAP! Calendar! 



ZZAP! 64 February 1986 






9 

A 










Due to the peculiarities of putting together magazines, I am 
now sitting in ZZAP! Towers on a rainy early December 
afternoon, trying to pretend that it's long after Christmas — 
maybe something like February. No wonder Hermes (1922) 
typewriters get frantic. Be that as it may, here we are with 
the first proper issue of 1986 — and isn't it a lovely fresh year 
(December 85 permitting)? 

In this month's 'mixed bag' of correspondence, we include 
some staff portraits done by Brian Proudfoot of Errol, 
Perthshire. We all thought they showed a real perception of 
the people and should be included. Comments with each 
portrait! For his efforts, Brian gets £15 worth of software. 

But big preoccupation of the month is undoubtedly Little 
Computer People problems. Once discovered, they never 
seem to go away. So I've included quite a few problems and 
we'll see if we can help you settle them in happily. The £20 
worth of software this month, then goes to the writer below 
for his simple enjoyment of his new pet . . . 



LCP CONRAD 


R 


Dear Lloyd, 

Just thought I'd put pen to 
aper . . . er well, printing 
ead to thermal paper, to let 
you know about Conrad. Yes 
you've guessed, he's my 
Little Computer Person. I 
bought him from the 
delectable Carol Kinsey last 
week. He's a real cool dude 
with his blonde hair and 
shades (he wears them in the 
shower and in bed), and the 
way he struts around the 
house . 

Oh yes, nearly forgot, 
is/was Adam a good loser at 
Card War? Conrad certainly 
isn't, if I beat him he sulks for 


hours. Anyway I won't bore 
you with any more of my 
ramblings, just pass on the 
word that LCPs are really 
worth having and are a lot of 
fun. 

Peter Willain, Shropshire 

They certainty are 
compulsive viewing once 
you get started. Gary Penn 
says that he never managed 
to beat Adam at Card War, 
though whether that reflects 
on Adam 's abilities as a card 
sharp or Penn's miserable 
failure on the wheel o f 
fortune, goodness only 
knows! 

LM 


I DISAGREE 

Dear Lloyd, 

Upon opening my 
December issue of ZZAP!, I 
stumbled upon Roger Kean's 
editorial column. After re- 
reading it a number of times, 
I feel I really MUST write in 
disagreement. Not with his 
assumptions on whether it 
would be a Commodore or 
Sinclair or Amstrad 
Christmas. Oh no — that was 


fair criticism. The point that 
I'm trying to make concerns 
this quote 

' . . . and a disappointing 
release schedule for the 64.' 

What! I find this hard to 
believe, especially with the 
flood of Christmas releases. 
For example; Rambo, Adrian 
Mole, Little Computer 
People, Fight Night, Bata/yx, 
Scarabaeus, Friday the 13th, 
Death Star Interceptor II, 
Commando, Knight Rider, 


Imhotep, Underwur/de, 

Pa rad ro id \ Lord of the Rings, 
Superman, Enigma Force, 
Dr. Who and the Mines of 
Terror, Bouncer, Quake 1, 
Dan Dare, Starquake, 

Ball blazer. Nexus, Zoids, The 
Young Ones, YieArKung Fu, 
Fighting Warrior, Skool Daze 
64, Robin of the Wood, 
Mugsy's Revenge, Daley's 
Supertest, Zorro, ACE, Who 
Dares Wins II, I of the Mask, 
Scooby Doo, Critical Mass, 
Starion, Mercenary, Arc of 
Yesod, /CUPS, 

Transformers, 

Thunderbirds, Wizard . . . etc. 

If this is a disappointing 
release schedule then I've 
just won the Eurovision 
Song Contest! 

Not being a Spectrum or 
Amstrad owner I cannot 
comment on how many 
games are coming out over 
this festive period for them, 
but I have a hunch that 
conversions for the Speccy 
and 64 will constitute the 
bulk of Christmas software 
for the Amstrad. 

Perhaps Roger now 
PREFERS the Amstrad and 
wants to let us know. 

Perhaps not, but to me 


PENN-ULTIMATE 

Dear ZZAP! 

I am putting pen to paper 
about Penn. Does he have an 
'O' level in 'How to be a 
Miseryguts?' He hardly ever 
likes any of the games that 
he reviews. He should take a 
tip from Jazza Ringnuts. 
Jazza is a great reviewer. 
Why not let Rockford take 
over from Penn? I'm sure 
he'd do a much better job. 
And you can slag off a certain 
computer with squelchy 
rubber keys a bit more 
please. 

Treat Rockford with the 
upmost respect at all times, 


Christmas 85 shows a 
fantastic release of 
high-quality games and even 
if other ' machines have 
more (say trebb/e) releases, 
so what! My 64 and / believe 
that quality is better than 
quantity. And there's still 
1986 to go and that's 
anyone r s guess . . . 

John Pettigrew, Fife, 
Scotland 

tasked Roger for his reaction 
to this (always a hazardous 
business, since everyone 
KNOWS he's AL WA YS right) 
and he had this to say: 

' Actually the picture does 
look better this side of 
Christmas than it did the 
other, except loads of the 
titles you mention, having 
been seen, didn't strike us as 
being that hot, and anyway, 
quite a few still aren 't 
released. My comments 
were not intended to place a 
bias on any of the machines 
mentioned, and had nothing 
whatsoever to do with 
personal preferences. ' 

There you go, John — 
straight from the horse's 
mouth — wups! 

LM 


as he is the star of ZZAP! 

Tim Preston, River, Kent 

You're quite wrong, Tim, 
Gary likes many games — 
you only have to look closely 
at the reviews to see that he's 
no different really from any 
of the others in that respect, 
each having their own 
personal angles. I'm far more 
concerned about this 
appalling inferiority complex 
you seem to suffer. Hasn't 
anyone told you that the 64 is 
a fine machine, and really 
you don 't have to see other 
machines put down to prove 
the point? 

LM 


► 


•WEtC/ 1 ' 



ZZAP! 64 February 1986 


c 



v „ 









LET S ALL SPEAK 
STRINE 

Dear ZZAP! 

Here I am, hangin' by me 
feet an' trying to read this 
'ere ZZAP! magazine. (Youse 
poms always printthingsthe 
wrong way up, howze us 
Ozzies supposed to read 
'em)? There's a bunch of 
flaming Gal must be what 


A HAPPY READER 
WRITES . . . 

DearThingy, 

Alright, I am not 
Australian, I am not a nun or 
even a vicar. I haven't even 
got a score of 20,000 on 
Dropzone and I hate 
Entombed. But, please can 
you print this letter and make 
me happy. David 
Fairweather, Darwen, 
Lancashire 

Nice to have some happy 
readers at least . . . 

LM 








they call a 'Shiela'. Well the 
subscription offers are now 
open for much longer than 
they used to be as long as 
you are a bona-fide colonial 
and can send us some proof 
— a set of handcuffs or leg 
irons would do, or the prison 
ship embarkation date — 
okay, just an address and 
some money then. 

LM 


MINI-PROG 

Dear ZZAP! 

While I was in a state of 
semi-consciousness during 
a Terry Wogan Show, I 
received pyschic messages 
from frustrated 64 owners 
something like '! want to use 
more than the SHIFT & RUN/ 
STOP keys.' 

Tm dying to write a one- 
liner. 

'How about a short 
program to imitate the 
sound of an engine?' etc, etc . 

• • 

Well all your wishes can be 
answered as it's such a 
pleasure to assist the hard 
working ZZAP! team. I 
devoted a whole minute to 
writing the WORLD'S 
SHORTEST program to 
produce the sound of an 
engine!! 

1 S equals 54296: POKE 
S,15: POKE S,0: GOTO 1 
Impressive huh? 

u Pa, ? 9/ London 

PS How about some ZZAP» 
goodies? 

No, no Mr Pang. You've got 
to do better than that, apart 
from which, HI now get into 
serious trouble for 
introducing listings into 
ZZAP ! 

LM 

i! 

BOUtfdrtC* 

JMTO My 



Brian Proudfoot has caught some of the more hidden features 
of Sean Masterson In this portrait — the rakish set of the 
teeth, the strong eyebrows with their jolly angles, that 
nevertheless suggest a person who brooks no disagreement. 
Clearly seen here. Is the face of a man who tells you what a 
slow, careful driver he Is, when really you know he never does 
less than 40 on the M 1 . 


12 ZZAP! 64 February 1986 


CARTRIDGES SAVE 
THE DAY 

Dear Lloyd, 

Countless complaints 
have been made by the 
Software Houses about how 
much pirating goes on in the 
software world. The main 
threat not coming from 
piracy between fellow 64 
owners, but from software 
thieves who sell pirated 
software for financial gain. 
Both these problems could 
be lessened greatly, if not 
totally killed off. Surely you 
could sell software in 
cartridge form. I realise that 
this action would not be 
suitable for all computers but 
it would certainly be okay for 
our beloved 64s. This would 
not only make it impossible 
for friends to copy the 
software, but I would 
imagine that it would make 
life very difficult for 
commercial pirates. 
Cartridge games also have 
other advantages, no more 
waiting for programs to load, 
just plug in and you're away. 
Cartridges are also more 
durable than cassettes, and 
much larger programs can 
be run; the memory of the 
computer not restricting the 
software. I could not see that 
the software houses would 
be justified in raising their 
prices for cartridges either as 
with piracy controlled the 
software houses would be 
saving £150 millions (as 
quoted in ZZAP!), and 


perhaps even making games 
cheaper. The only company 
to really begin using 
cartridges is Commodore 
themselves, managing to 
produce games at about the 
normal price of a cassette 
anyway. So please, do you 
know why there aren't more 
cartridge games, not only for 
the 64 but for other machines 
as well? 

Colin Hutt, Lowestoft, 
Suffolk./ think you have a 
rose-tinted view of ROM 
Cartridges, Colin. 
Commodore are the only 
company to really use them, 
and even they hardly offer 
any — for good reason. First, 
the production costs would 
rocket, and although that 
might eventually be offset by 
bigger sales due to lack of 
piracy, it's a very doubtful 
argument. Because of the 
cost of blowing EPROMs or 
producing ROMs, they have 
to be produced in very large 
quantities to be economic. 
Should a game flop, then the 
software house would be left 
with a vast amount of totally 
unusable cartridges. 

Second ; you won 't get past 
the memory size of the 64, 
even with a cartridge, so 
larger games are not actually 
made any more possible. 
Most Commodore cartridges 
are actually two years or 
more old, they don't produce 
them today because it 
doesn't make economic 
sense. 

LM 


ZZAP ANTICS 

Dear ZZAP! 

One day, whilst browsing 
through your wondrous 
magazine, my eyes paused 
at the 'ZZAPSTICK' section, 
for there at the bottom of the 
page in big bold letters was 
the word AMTIX! 

Shock, horror! ! What was 
this!? I asked myself, is 
Jeremy Spencer trying to 
take control of the most 
popular mag in the universe? 
Or is ZZAP! suffering from a 
mild dose of schizophrenia? 
Adge, West Auckland, Co 
Durham 


More a case of mild 
dementia, actually. One of 
our wondrous layout artists 
had his mind on other things 
at the time and dreamily 
stuck down an AMTIX! 'page 
bottom' instead of a ZZAP! 
one. It's okay now, though, 
he was hung for forty 
minutes in the Ludlow stocks 
while the locals tortured him 
by reading out passages 
from Jeremy's book 'How To 
Get The Most from CP/M ' — 
generally reckoned to be the 
most exciting thing since the 
Chinese developed the water 
torture. 

LM 


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I LIKE LLOYD 

Dear ZZAP! 

I think your magazine is 
excellent but I am writing to 
suggest a few ways of 
improving it. 

Firstly, now about 
introducing a monthly 
review of books and 
incorporating a marking 

system similartothegames? 

I think a monthly quiz 
page(s) would be welcomed 
by most readers. We like 
reading through all the 
pages of writing, but we like 
to stretch our brains a bit 
now and then. I thouqhtyour 
MASTER BLASTER was 
excellent on the two 
occasions you used it in the 
magazine, but having it 
monthly would be first class. 

A budget games section, 
reviewing in detail the 


GREENSLEEVES 

DearZZAP!, 

In issue seven of your 
magazine you said that Gary 
Penn had killed his pet 
person Adam. However, I 
didn't give my pet person, 
Karl, food or water for nearly 
twenty hours, yet all he did 


was very disappointing 
because I am stuck with the 
same pet person who always 
wants to play the piano. 
Stephen McIntosh, Hamilton 
PS Will someone please kill 
Rockford!? 

ft sounds to me like you 
should be back safely 
zapping aliens. You're 
obviously not fit to keep pets, 
turning them green and 
wanting them killed off. Have 
you ever considered being 
nice to Karl for a change, and 
then maybe he wouldn't just 
play the piano ? No, of course 
not, because, Stephen, you 
are the sort who pulls wings 
off flies and then pretends 
they're grounded DHL 
couriers. Another squeak out 
of you and I'll have the 
RSPCLCPseton you! 

LM 


games that we can afford 
easily, costing less than 
£ 6 . 00 . 

How about introducing a 
section on the inside of the 
64, telling us about the 
internal systems and how 
they work? Perhaps a 
peripheral section could look 
at new hardware as it 
becomes available too? 
Please do not introduce 
listings into the magazine as 
these downrate the mag and 
take up too much room and 
virtually never work. 

I especially like Lloyd 
Mangram and the ways that 
he gives people guff back like 
'Filthy Fred' and K Reynolds 
(remember 'Dear Crap')? 

Why don't you give 
Rockford his own page? He is 
beginning to get on my wick 
and is a pain in the 
(continued page 202). 

Anyways, I think you're all 
great and keep up the good 
work. 

Garry Barrett, Burton-Upon- 
Trent 

The editorial team do get 
quite a few books sent 
through for review, but as no 
one except Sean Masterson 
and myself can read, 
reviewing them is a bit 
difficult. Seriously folks, 
most are a bit technical, you 
know the sort of thing, 

' Budget Dietary 
Progamming Flow Chart 
T echniques for the Beginner ' 
and so on. Considering how 
many writers continue to 
argue we should concentrate 
more on the games than the 
technical, we're obviously a 
bit wary of the subject. That 
goes for the innnards of your 
computer as well, although 
Gary L/ddon does enjoy a 
technical bash now and 
again between cups of 
steaming hot tea. 

Thanks for all your other 
suggestions and for liking 
me (well that's not difficult, 
let's face it), /suspect the 
ZZAP! Quiz may well be 
fairly regular, as it seems to 
be very popular, but I can't 
promise that it will be what 
you call ' brain-stretching '! 


^GGfcfcoFF/M 


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ZZAP! 64 February 1986 13 







RIGNALL CHEATS 

Dear Lloyd, 


Being among your avid 
readership, I'm afraid I must 
be one of the boring millions 
wanting to congratulate you 
and the team on the 
production of such a 
first-rate mag. 

The 64 has deserved a 
publication of ZZAP's calibre 
for a long time, and although 
the 64 has magazines just for 
it, they ail pall into 
insignificance beside ZZAP! 
(no.. I do mean it!) 

I do enjoy reading it 
because of the 'meaty 
spreads' you do on first-class 
games (The Exploding Fist 
was particularly good) and 
that most of the reviews are 
in full colour. 

I'd love to see a review of 
Commando if you've got one 
in the pipeline (no pun 
intended) but I wonder if it 
can be quite as good as the 
splendid arcade version? 

By the way, did you know 
about the cheat on Thing ? I 
guess you do otherwise 
Riggers wouldn't be able to 
get such ridiculously high 
(obviously fixed) scores. You 
press the letters spelling 


% , 




• • a 


DearZzap! 

Help! Please! 

I have a major problem 
with my Little Computer 
Person. His name is Kent and 
seems quite happy and 
comfortable — in fact he told 
me that he is considering 
getting a room-mate and 
paying rent! 

The problem is that Kent 
suffers form insomnia! He 
refuses to go to bed, even at 
2.30 in the morning. He's 
also got a bowel problem 
judging by the amount of 
times he goes to the toilet, 
but that's another matter. 

Can anybody, (except that 
cold-blooded murderer 
Gary), help us? 

The Phantom Noddy Killer, 
Barnetby, Humberside 

Fear not, Phant, help is at 
hand. Even as i write, 
representation is being 
made to the LCP Research 
Team fora British LCP 
Doctor to be made available. 
Unfortunately Gary is the 
only resident intern we have 
on the sta ff until such 
happens, and he says he has 
come across Kent's problem 
before. Short of getting in 
some Beecham's Powder, he 
can only suggest you talk to 
Kent a bit more — or get the 
room-mate . . . 

LM 


THING and (Okay, that's 

enough of that! We'll leave 
the tips to Gary — LM) 

Keep up the good work 
with the brill mag and let's 
have some more GOOD 
quality maps! 

Paul Napper, Bishop's 
Stortford 

PS Hi to Mike in Nailsea. 

It's just as well Julian isn 't 
here at this moment, 
otherwise you would get a 
mouthful! As a matter of fact 
we kept the cheat mode from 
him on the pre-release 
copies we had, and of Monty 
on the Run, but he 
discovered them for himself 
very quickly! As for 


Commando, well you can 
judge for yourself, as it's 
reviewed in this issue. 


f no on£ WRNTS AA6 
I’LL L£f)U€/ 


14 ZZAP! 64 February 1986 


Gary Llddon — now here's a tea fanatic In full swing. Note 
how Brian Proudfoot has spotted something no one else has 

Gary actually resemble pop singer Marc Almond. 

Unfortunately he doesn't sing like him, otherwise we'd 
exploit him and make a fortune. Brian also seems to have felt 
that there's some Japanese characteristic In Mr Lldd on — 
perhaps his propensity for ritualistic professional suicide 
when the tea stews. 


these letters are cut out from 
pink news paper . . . 

We gave this to our good 
mate the Kangaroo in 
Woking. Post your money to 
his address. Post now. Post 
or die. 


MORE DEATH 

threats 


Poor Gary Penn has been 
receiving even more 
dastardly threats from the 
public over the unfortunate 
demise of ADAM, our Little 
Computer Person. The plot 
seems to be thickening, the 
following annonymous 
missive was received from 
The Cornish Mafia, Welsh 
Branch, Cardiff . . . 


. . forgive, but never forget! 

Actually, / must tell you that 
Adam is alive and well and 
living in Gary's computer 
after an emergency 
res u citation phone call from 
David Crane, and I've got my 
own pet too. He's called 
Austin and he looks just like 
me . . . AAHHH! 

LM 


The next one purports to be 
from the Ludlow Mafia (who 
started the whole thing), be 
we know they don't get The 
Financial Times, and all 


i 




bb£boumd To Be tin 


“10 levels of fun make this torture excellent value 
for money. Nova rating. Definitely one of those 
‘just another go’ games. Game of the month 
February ” - Computer Gamer 

The most compulsive game I’ve ever 
played. If you don’t buy it you’ll never 
know what you’ve missed.” says Gary 
Penn, Zzap! 64. Gold Medal Award. 

97% overall. 


£ 9.95 


cassette disc 

Free with Bounder Metabolis. 

Is it a man, is it a bird? 

(Commodore 64/128 version only) 


£ 12.95 




I 








GIVING YOUR 
LOAD A HAND 

DearZzap! 

After going through your 
great mag, I couldn't fail to 
notice that some people whc 
bought games with fast 
loaders had annoying 
loading problems. This 
happened to me when 
loading Shadowfire, so six 
attempts later and in pure 
desperation, I placed my 
hand on top of the tape deck 
when to my surprise it began 
to load. I tried the same 
technique with other fast 
loaders and found that they 
were more likely to load the 
rather than having to go 
through several attempts at 
reloading. 

I can't guarantee success, 
but if you're trying this, don't 
press too hard as it will 
distort the tape and you will 
never get it to load. 

Happy loading (or should I 
say Handy Loading)! 

Ravin Dhokia, Sutton, 

Surrey 

! ve heard of some strange 
things in my time , but that is 
pretty odd I On the other 
hand, there's absolutely no 
doubt that if you taik nicely to 
them, cars go much better 
so perhaps it's just that your 
deck needs a friendly pat on 
the head now and again. 
Pushing down on the deck's 
flap does increase pressure 
on the cassette, which may 
well be putting the coded 
information area of the 
magnetic tape more 
squarely in line with your 
deck s playback head. Has 
anyone else noticed this 
technique improve the 
loading of games? 

LM 


Brian's portrait of Gary Penn has recognised the similarity 
between this great reviewing hero and that maestro of the 
big screen — John Don't Push Me Rambo — or Rocky. See how 
Gary's big round eyes are full of loving softw areness. We call It 
his 'Paradrold' look. Brian has also captured the slightly 
whimsical twitch to the corner of the Penn mouth, usually 
visible a few minutes before bacon sarnie time Is announced. 


COMPILATION- 


Dear Lloyd, 

I would like to draw your 
attention to a subject that 
concerns me at the moment, 
namely the vast amount of 
compilations that are 
currently available, and the 
failure of ZZAP! to give them 
much space, apart from a 
short mention in the odd 
News column. I do realise 
that space is precious but I do 
feel that some space should 
be devoted to letting your 
readers know exactly what is 
available, and giving a brief 
idea of the quality of each 
game that is on the tape. 

The situation at the 
moment is such that an 
innocent computer owner 
can walk into a shop and if he 
or she is not careful, walk out 
again after spending £8.00 of 
hard-earned cash on a single 
game to find later that the 
same game could have been 
bought along with several 
others on a compilation. To 
see a relatively new game 
like Strange/oop appearing 
on a compilation so soon 
after its first release makes 
me wonder if there isn't 
something seriously wrong 
with certain software 
houses. It would seem to me 
that they are doing 
themselves a disservice. 
Sureiy it would be a better 
idea to manufacture a set 
number of originals, let them 
sell for the original price for a 
reasonable amount of time 
before letting them go to a 
compilation. I just don't 
understand! 

So perhaps to help the 
confused customer, couldn't 
your reviewers give us some 
idea of the compilations that 
are around and how good or 
bad the games are that are 
on it? 

Mark Ogier, St Peter Port, 
Guernsey 

We did intend doing a piece 


on the compilations 
available before Christmas 
and it wasn 't lack of space 
but time that let us all down. 
The general argument 
against covering each 
compilation in detail is that 
ZZAP! already carries review 
s of most games included on 
these tapes (unless they pre- 
date us, which most, as you 
have observed, don't). 

As to the ethics involved in 
putting out a game someone 
paid (or might still be paying) 
£7 £10 for at a compilation 
cost of around £1 .50, say, 
that is another matter. 
Virgin's NOW MUSIC audio 
compilations generally come 
out pretty hard on the feet of 
the hits themselves and 
obviously represent 
excellent value for money. 
It's arguable that the games 
compilations are only 
following the trend. You 
have to look at it from the 
software house's point of 
view. With most games, the 
distributors and retail trade 
tend to reckon on only very 
few weeks selling period for 
a title, and then it is, if not 
exactly withdrawn, certainly 
not promoted any more; so 
within a few months they 
feel they can get some 
secondary life out of the 
product by offering it at a 
reduced price as part of a 
compilation. As with all such 
things, someone loses out a 
bit, and / think you would 
admit, that even if we did 
mention them in more detail 
than a news item, still lots of 
people wouldn't notice in 
time to prevent themselves 
paying five or six times as 
much as they need. 

LM 


DISASTER ON 
FRACTALUS 

Dear ZZAP! 

I have a question foryou. It 
concerns the game Rescue 
on Fractalus. I bought the 
game on the strength of your 
review and I was very 
pleased with it — until now! 
Whenever I play the game 
for more than about ten 
minutes, a long string of 
flashing, reversed characters 
appears in the cockpit 
window and when I attempt 
to dock with the mothership, 
the game crashes and I have 
to reload. I took the game 
back to the shop and they 
gave me another copy but it 
just does the same thing as 
the previous one. I have also 
tried the game on a friend's 
64 but again the result is the 
same. Is there a bug in the 
game or have I bought an 
earlier version? 

Alan Moncrieff, Hamilton, 
Scotland 

It sounds like your shop had 
a dicky batch of cassettes. 
We've certainly had no such 
problems. Perhaps you 
should try yet another copy. 
LM 


Paul Sumner Is supposed to be the 'quiet, serious' one, but 
again Brian has seen beneath the peaceful exterior and come 
up with a portrait that shows Paul's violently aggressive 
nature whenever the traffic on the Much Wen lock road holds 
him up (they do have the odd tractor). Notice, too, how at 
first the eyes look bright and Intelligent, but closer 
examination reveals cold calculated cunning. 


16 ZZAP! 64 February 1986 




Jy 







\ 


j 

V ' 







V 

- J n 

' \ 




///< 









NtS ^ 




man,c amazement colours all of Julian 
Rlgnall s life, well captured here by Mr Proudfoot and his 

f ha * Br,an haI reto 9"'««* »h« ‘he 
1h» JL'E.k! ! h jr b 11 ‘h/e* ‘Ime* the size of the right owing to 
the fact that when a high score Is defeating him, he sucks it. 

Hnhto 11 * 6 V,s ^* e * s the ext raordlnary enlargement of Julian's 

sorhetolng aUSe< * ^ *°° muc * 1 * XK *yP°P scrolling — or 


THOROUGHLY 

NASTY 

Dear Lloyd, 

I must write to you and 
point out that the Scorelord 
is very distasteful. Is he a 
pervert watching videos 
such as ' Penn's Entrails 
Slo wly Sucked by Fwoor/the 
Dripping Monster Part II in 
3Dr and giving away a pair of 
human arms to a distraught 
gamester (edition 7). Now 
we know why Gary Penn was 
beaten on Paranoid in last 
month's ZZAPI Challenge. 
The Scorelord rippeed off 
Penn's arms and therefore 
Penn had to use artificial 
ones for the Challenge. I'm 
not defending Mr Penn as he 
is a flea-infested camel 
dropping, (a bit silly), but the 
Scorelord is the one that I 
really hate as I have sent in to 
ZZAPI Towers several high 
scores of over 160,000 on 
Hypersports with photos of 


j 


the score on TV enclosed. 

Say, what a good idea. 
Just to make the high scores 
a little more genuine, how 
about sending in screen 
shots of highscores to back 
up claimed scores. 

Many thanks for the 
POKES for GG Test Cricket 
When playing a test between 
India and Pakistan typing 
names such as S. 
Venkataraghaven or L. 
Stuaramakrishan (Indian 
cricketers not diseases!) get 
just a little teensy weensy bit 
tedious. 

Finally now that JR and GP 
have been slaughtered in the 
ZZAPI Challenge, who is 

g oing to be champion, me? 

an Williams, Gary Liddon, 
yourself, Fred from the flat 
upstairs? 

Well, that's it from me this 
month I'll be writing in next 
month so beware . . . 

Arron Dore, Brixham, South 
Devon 


✓ ws 


Yes, you are correct The 
Scorelord is a tasteless, 
unpleasant and thoroughly 
transmogrified alien beast - 
he's great Jaz says the high 
scores ARE all genuine (but 
he's bought the Eiffel Tower 
three times over from a 
French speaking American 
before now for the princely 
sum of £40 — he licenced its 
use to the fast James Bond 
film and made a fortune). As 
to the next ZZAPI Challenge 
victor — we'll just have to 
wait until next month when 
the world's most exciting 
spectator sport resumes its 
inexorable course . . . 


So until then, keep the 
letters coming in. We'll all do 
our best to attend to your 
LCP agony problems. Write 
to ZZAPI RRAP, PO BOX 10 
LUDLOW, SHROPSHIRE SY8 
1DB. The two Garies are 


Wmmmi 



taking notes of what comes 
in on Compunet as well (I'm 
informed), so you can expect 
to see some of those bits and 
pieces appearing in future 
issues. 



Software Firsts from the masters of mystery and science fiction. 

ppr kTmason] — — , 

iti^ , 5 lts i a \AD rfTl Nine Princes in Amber, 

^ / 


Perry Mason: The Case 
of the Mandarin Murder 

is the first interactive mystery to use the 
world-famous criminal lawyer created by 
brie Stanley Gardner. It also represents a 
major breakthrough in interactive fiction: 
the cooperation of the characters and jury 
changes as a direct result of your 
interactions with them. In addition, you 
can do virtually everything a courtroom 
lawyer can do, from cross-examining and 
introducing evidence to consulting 
privately with the judge. 

FREE S FANLEY GARDNER is the number 
one best selling writer of all time, 
according to the Guinness Book of 
World s Records. Creator of Perry Mason 
and the 85 books in which Mason is the 
hero, he was himself a member of the bar 
and is considered to be the dean of 
American mvsterv fiction. 



•nil m.iijist and ut dodocenduns 
u sanos as lustitiam ,iequitatc‘< 

1 (m 

consuctutwr .tdipiSCinq chi s«;< 




polios mflammad ut co 
mvilai iqiiur vera rain, 
lorem ipsurn dolor sil 
eiusmod tenpor mod 
Ut emim ad mmim ven 
taboos nisi ut aliquip 
irurr* dolor in reprehen 
ilium dolore eu fuqiat n 
dignissum qui biandit 
molestias excepteur si 
sunt m culpa qui offio 


the first computer game to be produced 
with Roger Zelazny, represents a major 
breakthrough in interactive fiction. 

A game of negotiation, politics and 
alliances, its detailed play is almost 
entirely determined by your interactions 
w ith your numerous siblings and friends. 
There are forty possible final endings and 
over 40.000 different game variations. As 
in real life, there are many strategies for 
success - and every action has its 
consequences. Nine Princes in Amber 
features full-colour graphics and original 
music. 

ROGER ZELAZNY a leading figure in 
American new-wave science fiction has 
been honoured repeatedly with aw ards 
lor his w riting, including several Hugo 
and Nebulo awards. His Amber series is 
currently comprised of six books 
including the two on w hich this game is 
based . 


Also available in the same series are Amazon, Dragonworld and Fahrenheit 451 
Disc only, for Commodore 64, Apple II at £19.95 and IBM at £24.95. 



Available at all good software outlets. 



WHS Distributors St John s House, East Street, Leicester. 


ZZAPI 64 February 1986 17 


j) 








pi care ftaflOT c , &% 

[ xcellenl options whicli are a 
diddle to use. 

• ,V- ■; 

irkp^is f #% 

iani cizfe, cai toon- like graphics, 
lovely I lumouious details. 




Jingles, whaps, whops End 
chiimmii liom the ciovvd, 


BMWlPv-' 

tasy to pet into and onucultto 


li you ,get bored 61 the computer 
opponents then you can always 
build your own! 




Definitely the best in its 
field. Fight Night is just so 
realistic. Sprite work like 
this has just not been seen 
before on the 64. The only 
detractions were the 
ineffective sound effects, 
sp/odgy white noise when 
there should have been 
something sampled. Apart 
from being a great arcade 
hit. Fight Night's boxer 
definer is of excellent 
quality allowing the 
creation of the most 
wimpish opponents to the 
mightiest of flesh 
pounders. As simulations 
go Fight Night is the best, 
forget the rest. 


construction allows you to build 
and personalize your very own 
boxers for use either as oppon- 
ents or to fight with. Sparring 
and training allow you to test out 
your boxer's strengths and 
weaknesses and put them to 
rights. 

Tournament (disk only) puts 
you in a managerial position as 
you set up a grand competition 
of all constructed boxers in a 
'round robin' tournament. 

As you may remember, we virt- 
ually reviewed Fight Night in 
issue 8, except for the ratings, as 
US Gold told us the copy we had 
was not exactly complete — but 
almost; so for more information 
consult the Fight Night preview 
in issue eight. 


A t last! FightNight has 
finally been completed and 
released. The graphics are 
the most stunning aspect of 
the game, they're 
absolutely superb with 
brilliantly animated, giant- 
size characters. The 
computer pugilists are just 
like cartoons, and the 
results of their 'super 
blows' are hilarious 
( especially Dip Stick's 
be/ow-the-belt special). 

The boxer construction 
mode is great fun and you 
can use it to construct some 
hysterical boxers to fight 
with or beat up! The main 
event provides a highly 
enjoyable and very 
challenging game. Some of 
the later characters are 
really tough and getting to 
fight The Champ will 
certainly take some doing. 
Not having the tournament 
mode on the cassette 
version doesn 't really seem 


18 ZZAP! 64 February 1986 


I Fight Night is the fourth boxing 
1 game/simulation to be released 
on the 64 and has been around a 
year in the making. It boasts 
many features and an exciting 
combination of cartoon quality 
graphics and highly amusing 
gameplay. There are four main 
options present on the cassette 
version and five on the disk. 

The five options are: main 
event, boxer construction, tour- 
nament (not on the cassette 
version), sparring and training. 
Main event puts you in an ar- 
cade style situation where you 
have to battle your way through 
four opponents to be able to 
challenge the champ. Boxer 


Fight Night is as good as 
Barry McGuigan's but 
employs a different 
approach. The graphics are 
certainly better with 
impressively large and well 
animated characters. 

< Whereas the Activision title 
is enjoyable to play 
because it adopts a very 
serious approach to the 
noble art of fisticuffs. Fight 
Night is just as much fun 
because of its light-hearted 
angle — although it still 
follows an acceptably 
logical attitude to boxing. 
The numerous options are 
all extremely easy to use 
and being able to define 
your own boxers adds to 
the game's lasting appeal 
tremendously. US Gold 
have managed to put 
together a sports 
simulation that is not only 
good to play, but fun to 
watch as well, combining 
natural laws with those of 
the animated cartoon strip. 
This should appeal to just 
about everybody. 


to detract from the game in 
any way and both the disk 
and cassette versions are 
excellent products and 
shou/dn 't be missed. 



U.S. Gold Limited, 

Unit 10, Parkway Industrial Centre 


tt\ef ar distant future, assemble t/j 

- ir ^ 1 

adventure everprocfcZj % 


Intergalactic Spaceship 3556 - 
You are now in the far distant 
future, guide your craft to the 
alien planet but don’t venture 
onto the surface for too long!!! 


The Black Hole 9999 - After 
travelling through time, 
assemble the map and your 
incredible task is almost 
complete... 


The Gnome Mansion - the 
mysterious location of your 
fantastic time machine. 
Assemble the final parts of your 
craft and begin your epic 
voyage to past and future. 


California Gold Rush 1849 - 
Deadly scorpions, beastly bats, 
and numerous nasties are on the 
attack as you search the 
cavernous gold mines of 
California. 


Mythological Greece 43BC - 
A confrontation with Medusa 
fight to the death with only 
your magical shield for 
protection. 


Stone Age 9600BC - Explore 
the dark and dangerous caves of 
prehistoric times, you’ll need 
strength and cunning to reach 
your goal. 


Colonial Salem, MA 1692 - 
Hubble, bubble, toil and trouble, 
mix a ghastly witches brew and 
you’ll win through, but watch 
out for the flying broomstick. 




B B 







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T he platform game is dead, 
long live the platform 
game! Confused? You will 
be, since Gremlin Graphics' 
latest is a platform game but not 
in the traditional sense of the 
word. Gremlin have taken the 
conventional 'side on' view, 
turned it through ninety degrees 
and come up with a platform 
derivative that can only be 
described as WEIRD! Enter the 
surreal world of Bounder, a 
world where tennis balls bounce 
high — higher than you would 
expect. And this is where the 
platforms come in. It's hard to 
see that platforms have any- 
thing to do with this game, as 
they are seen from above — but 
they are there, and if you fail to 
recognise this, then the game is 
lost from the start. 


This is without doubt 
Gremlin's best release to 
date and is one of the most 
addictive games I have ever 
played. The graphics are of 
a very high quality stand- 
ard and the sound comple- 
ments the smooth scrolling 
backgrounds perfectly , 
with a boppy little number 
playing throughout Boun- 
der is one computer game 
that would not look out of 
place in the arcades as it 
looks and plays so good \ 
with its multitude of highly 
original and absorbing 
gameplay e ements. Don't 
be deceive < by the simpli- 
stic nature of Bounder 
since lurking beneath an 
apparently placid exterior 
is a beast o f a game. Once 
played it's never forgotten. 


20 ZZAP! 64 February 1986 


BOUNDER/ 


METABOLIS 


FEBRUARY 


Gremlin Graphics, £9.95 cass, joystick only 


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A rather perilous situation — most of the safe grey platforms seem 
to have hostiles living on them, and the ground looks a lo-o-o-ng 
way down. 


Bouncing at the waterfront awaiting a platform to leap upon before 
the darts have a chance to do the dirty. 




I 







Bounder has one of the 
silliest scenarios ever seen , 
after all when in your life 
have you had the chance to 
become a tennis ball and 
bounce about a platform 
miles above the ground? 
The graphics are almost 
arcade quality with fabu- 
lous animation on some of 
the nasties and really effec- 
tive routines. The sound fits 
the game perfectly , with an 
apt 'bouncealong' sound- 
track which plays through- 
out the game. 


Bounder is one of the most 
original games to emerge 
onto the market for an aw- 
ful long time. Though at 
first only graphically imp- 
ressive , , after a few games 
you really get hooked. / 
can't exactly define why 
this game appeals to me so 
much but it seems to be 
addictive in the same way 
as the arcade hit Marble 
Madness. 


The action takes place far, far 
above the ground with the sim- 
ple object of guiding an extre- 
mely vibrant tennis ball through 
ten tortuous courses, avoiding 
all manner of hazards along the 
way. Each course consists of 


Graphically Bounder is 
superb , the two speed scro- 
lling on one screen creates 
a great sense of depth. The 
ball itself is beautifully ani- 
mated, looking very realis- 
tic as it bounds in and out of 
the screen. Though the 
tune isn 't the best I've 
heard on the 64, this persis- 
tent little ditty suits the 
game so well and any other 
piece of music just would- 
n't work as well. Bounder is 
definitely one of the games 
for the new year and with 
the adequate Metabolis 
included on the B side the 
whole package presents 
excellent value for money. 


several platform arrangements, 
with an expanse of colourful 
scenery below. A feeling of 
depth is created not through 
geometric projection but by cle- 
ver use of two speed vertical 
scrolling — multi-coloured sce- 
nery in the background scrolls 
past slower than the grey paved 


Along with 

being a brilliant arcade 
game Bounder has another 
strong point— it's one of 
the most frustrating and 
maddeningly addictive 
programs yet. Once you 
start playing it's almost 
impossible to put the joy- 
stick down! If you want to 
be driven bananas by a 
program then buy this, 
each one should come with 
a government health 
warning!! 


platforms in the foreground, 
producing the required parallax 
effect. The ball on the other 
hand, moves 'in' and 'out' of the 
screen to give the impression it 
is in fact bouncing up and down. 

Most obstacles encountered 
throughout the various levels 
can be jumped with relative 
ease, but some need that little 
bit of extra 'boost' to get over or 
around them. So, there are 
blocks marked with an arrow to 
give that added push. Catapults 
are more powerful than the ar- 
rows and are found on higher 
levels, along with disappearing 
platforms that must be jumped 
on with caution and transporters 
that teleport the ball from one 
point on the screen to another. 
Of course, things are not so 
simple, for the ten levels also 
have their own fair share of 
nasties in the form of assorted 
aliens, such as strange bat-like 
creatures and jet propelled fish 
and flies, along with many dev- 
ious traps, all in true Indiana 
Jones fashion. Other hazards 
include impassable walls which 
must be jumped around, volca- 
noes that spew fire in abun- 
dance and mines that explode 
into deadly pieces of shrapnel. 
Fans blowthe ball off course and 
can prove both useful and a 
pain, while spinning sticks are 
definitely most annoying. 


To make life a bit easier there 
are plenty of question marks 
scattered along the courses. 
These squares, when landed on, 
give a surprise, usually pleasan- 
tries such as extra lives, 'jumps' 
or points. Occasionally you find 
yourself being chomped by a 
pair of evil gnashing teeth or 
squashed by a pair of boxing 
gloves, but at least the squares 
stay the same every game. As 
the levels progress the courses 
get longer and are far more 
treacherous, with sneaky dead 
ends in mazes of impassable 
walls and an increasing number 
of aliens to hinder progress. At 
the end of every level there is a 
bonus screen — several quest- 
ion marks are dotted about the 
screen and you must land on as 
many as possible before you run 
out of 'jumps'. You start with a 
limited supply of jumps, but 
they are only used up on bonus 
screens. Should you success- 
fully land on every square then 
you are awarded a Bounder 
bonus of 10,000 points, along 
with the standard bonus of 
1 0,000 points for completing the 
level. You then move on to the 
next level and yet more hassle . 

Still confused? Don't be — the 
game is certainly easier to play 
than it is to describe! 


Presentation 9 1 % 

No options but the game is 
extremely well thought out 
and executed. 

Graphics 95% 

Exquisite two speed 
parallax scrolling gives an 
unusual vertical 3D effect. 

Sound 90% 

Both music and sound FX 
are great and suit the game 
exceedingly well. 

Hookability 98% 

Extraordinary visual 
approach combined with 
some unique gameplay 
elements and an original 
control method make 
Bo un der h i g h I y a d d i ct i ve t o 
play. 

Instability 97% 

The compulsive nature of 
the game brings you back 
again, and again, and again 


Value for Money 
98% 

Two games for the price of 
one, even though one of 
them, Metabolis, is 
average. 

Overall 97% 

An absorbing/demanding 
and totally innovative 
approach to the ageing 
platform formula. 


ZZAP! 64 February 1986 21 





* Arcade adventure from Ancient Greece 
«;L Ir tvMn nlaver game option 4 


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Rambo yomping to the south of the Temple. The indistinct blur 
next to the Temple is a machine gun. 


J ohn 'Don't push me' 
Rambo is a figure likely to 
be familiar to most ZZAP! 
readers. You've seen the film, 
read the book, ate the burger 
and now, after three months 
intensive advertising, you can 
play the game. Rambo, opiate of 
America's masses, is a modern 
day mega hero who's been sent 
on a reconnaissance mission to 
take some photos of a prisoner 
of war camp deep within the Viet 
Nam jungle. His orders are clear. 
Do Not engage the enemy and 
Do Not attempt a rescue. 

Obviously this would make for 
a very dull film, not to mention 
game, so placed within the 
enemy compound we find Ram- 
bo's old pal and buddy. Banks. 
Feeling pretty poorly having 
been strung up on a bamboo 
post since the start of the game 
(and for all of the time since the 
war finished), Rambo takes pity 
(and umbrage — LM's Long 


There's something 
missing from Ram- 
bo, but i'm not 
quite sure what. Let 
.me see — it's cer- 
tainly not lacking in 
presentation , as 

there are many su- 
perb touches thr 
oughout. Hmm, the music is 
very good \ in fact excellent at 
times, and the graphics aren't 
bad — well the full screen scrol- 
ling landscape is good, unlike 
the sprites which are rather 
poor, especially the malformed 
enemy soldiers. No, there's 
something else ... I know 
someone forgot the gamep/ay 
during coding. Still, at least the 
game follows the film very clo- 
sely, ie there's no plot. 


Though initially 
impressed with 
Rambo after seeing 
the title screen, lis- 
tening to music 
and entering my 
on the drum- 
beat accompanied 
highscore, it soon 
became obvious after a few 
minutes play that Ocean had 
neglected the actual game 
somewhat. The only positive 
thing / can really say about it is 
that the scrolling's nice. There is 
some challenge to be had but 
once the three sections have 
been completed, the game just 
cycles back to the start. The 
actual Rambo sprite is a bit ill- 
proportioned, with the exagger- 
ated bulging triceps he's as wide 
as he is tall. The only reason / 
can see for buying Rambo is to 
listen in awe to the excellent 
Martin Ga/lway music. Apart 
from that, don't bother. 

Word Dictionary) and decides to 
break his orders. Uninformed 
that Rambo's really on a peace- 
ful sort of mission, the evil 
enemy troops try to blast him 
apart, sapping him of that near- 
endless energy. 

Rambo himself is a meaty 
sprite that remains centrally 
placed in the screen while the 
steamy jungle scrolls beneath 
him. The scenery takes up the 
whole screen and smoothly 
scrolls to some Martin Gallway 
music in the background. To 
keep Rambo up to date on his 
progress, score and energy lev- 
els are superimposed along the 
bottom of the screen. Though 
pretty tough, John Rambo is not 
immortal and, as a daring dep- 
arture from the original script, 
he can actually die! If the energy 


loading and 
title screen 
on this pro - 
s very impr- 
— some of 
voices sound 
hey're coming 
a real synth. 
starting the 
game you have to enter your 
name using a Hypersports 
entry. While you're doing 
incredibly realistic synthesis 
drumbeat thumps away in the 
background. Unfortunately the 
sound is just about the only high 
quality aspect of the program 
f found the sprites really awful 
and the animation very poor. 
The backgrounds aren't too hot 
either and the perspective on the 
trees and buildings seems sli- 
ghtly out. The full screen multi- 
directional scrolling is excellent, 
though, everything moves very 
smoothly with not a glitch to be 
seen. The object of the game is 
very simple and there's only one 
mission, and once it's been com- 
pleted the game just returns to 
the start of the same mission. 
Rambo is fun to play, but / think 
that the initial enjoyment will be 
quelled once a hardened game- 
ster, such as myself, has been 
through the same mission a 
couple of times. 


band drops down to zero level, 
usually due to too many bullets 
bouncing of his chest, then the 
game is over. Score is awarded 
For killing the compound guards 
or completing one of the three 
stages in the game. 

To ward off any attacking 
guards Rambo is supposed to 
Fend for himself using three 
weapons with which he's supp- 
lied initially, although there are 
others to be found in the jungle. 
Each has a different character- 
istic and effect. Rambo's original 
inventory contains a bow, two 
types of arrow and a pocket full 
of knives. One of the guivers of 
arrows is of the explosive type 
and though pretty powerful, it's 
best not to use them at first. The 
disadvantage of the more pow- 
erful weapons is that they attract 
the attention of the enemy, so on 
approaching the camp silence is 
a better tactic and that means 
the use of the knives or ordinary 
arrows. 

Once he's into the compound, 
that inescapable star-guality 
charisma alerts the gooks to 
Rambo's presence and they de- 
cide that he shouldn't really be 
there. Silence is no longer an 
advantage, and by using the 
space bar it's possible to switch 
to the noisier and slightly more 
powerful weapon. 

The compound is mostly 
made up from huts and security 
towers, all displayed in a forced 
3D perspective. Banks is held at 
the top left hand side of the 
camp, to collect him just guide 
Rambo past the bamboo cross 
upon which he is strung. 

The next stage is to get Rambo 
and Banks to the waiting 'copter 
to the north of the compound. 


Once into the machine, Rambo 
must return to the compound to 
rescue the rest of the captive 
prisoners. The helicopter's fuel 
runs out with great speed and 
the landing spot must be found 
before the energy band gets to 
zero. To release the hostages, a 
hut in the bottom left hand 
corner has to be hit with a knife. 
A burst of music rings out and 
ten pale looking prisoners run 
for the helicopter. Once back 
into the helicopter you must fly 
northwards to friendly Thailand 
while coping with some hassle 
from an enemy gunship. 

Throughout the program 
sound is used to try and create 
atmospheric effect. Though 
there is probably more on later 
stages of the game, nine diffe- 
rent tunes were counted durinq 
play. 


■ " .MUIVM ■ /U 

Definitely Rambo's forte, there's 
little else to beat it. 

Graphics 73% 

Though of a pretty colour 
scheme the sprites are abysmal 
and the backgrounds 
unconvincing. 


Slound 96% 

Martin Gallwav 


Martin Gallway has excelled 
himself in one of the first 
computer symphonies. 

Hookability 59% 

Initial impressions leave you 
wishing you'd never bothered 
and . . . 

Instability 60% 

. . . the same goes for lastability. 

Value For Money 65% 

Too little game for too high a 
price. 

Overall 65% 

Rambo seems more like an 
exercise in programming rather 
than an attempt at producing a 
playable game. 


ZZAP! 64 February 1986 23 
















any years ago rode a 
band of men. They 
came from the East 
of the desert and with them they 
brought terror and destruction. 
Nobody was safe from the perils 
of a merciless death, no family 
was complete, no man was free . 

t 

And so the scenario is set for 
Outlaws, the latest offering from 
Ultimate. You play Lone Rider, 
the Commodore equivalent of 
John Wayne, who, in truly hero- 
ic style, has to ride into the 
Outlaw area and eradicate the 
undesirable elements. 

Outlaws is an arcade game 

Outlaws is very 
U/timatesque in 
everyway. The gra- 
phics look very 
similar to previous 
offerings with 
porky sprites and 
the same scrolling 
technique. The 
same applies to music and 
sound hX and they could have 
quite easily come off almost any 
other Ultimate 64 game despite 
Wild West overtones. Having 
I said that , I do like the animation 
on the horses — very realistic. 
Thankfully , Outlaws isn't as bad 
as Ultimate's fast release, Imho- 
tep, but it still fails to make the 
grade, offering only three situa- 
tions, and all of them very 
'samey'. 


which takes place over a two- 
way horizontally scrolling land- 
scape. Your character sits on his 
trusty 'hoss' and can trot left or 
right over the landscape. Occa- 
sionally a fence, rock or broken 
branch comes into view. You 
can make your horse jump the 
barrier by pushing up on the 
joystick, if you don't then the 
horse refuses and you fall off. 
The player has plenty of control 
over Lone Rider — he can duck 
in the saddle and fire his guns in 
eight directions. 

The game has three different 
types of screens: the Outlands, 
Indian Territory and the Town. 
The first screen, the Outlands 
puts you in the desert. You have 
to ride up to the baddies' hide- 
out and shoot them all as they 
lean out of the window. This is 
quite tricky since bullets fly in all 
directions as you make repeated 
rides past the hideout. 

If you manage to shoot all 
those critters then it's a ride 
through Indian Territory to the 
town where more baddies are 
massacring the honest towns- 
folk. The Indian Territory has 
loads of obstacles which have to 
be jumped and other hazards 
besides. Tumbleweeds trundle 
across the dusty landscapes and 
these have to be jumped. Also 
the occasional crow makes a 
down-swoop at the hero — if 
he's touched twice then he loses 


Ultimate seem to 
mjjm$ EH' have reached the 
depths of. their 
A - *} 2 slump and have 

\^>j jf released a program 
which is infinitely 
better than last 
month's disaster 
'***' Imhotep. Outlaws 
is a brave attempt at an unusual 
arcade game which, although 
being limited, is fresh and highly 
playable. The graphics are very 
crisp, pretty and scroll very 
smoothly, and the sprites are 
clearly recognisable as coming 
from an Ultimate game. The 
sound is okay, although some of 
the effects have been lifted from 
some of the Arthur Pendragon 

f ames. It's nice to see Ultimate 
ack on the road to recovery — if 
things continue to improve they 
could well find themselves be- 
coming thought of as a great 
software house again. 

one of his five lives. Indians ride 
along in the distance and fire 
arrows, although they're rarely 
on target. 

If you manage to get through 
indian Territory Then you enter 
the Town scene. Here a specified 
number of outlaws (five on the 
first level, ten on the second etc) 
are running riot through the 
town, merrily slaughtering the 
inhabitants. What you have to 
do is trot up and down the main 
street and kill them all before 


they successfully bring the 
town's population down to zero. 
This isn't as easy as it sounds 
since the baddies tend to mingle 
with the crowds walking along 
the street and it's easy to shoot 
the wrong person. 

If you manage to kill the re- 
maining Outlaws then you are 
given a points bonus for the 
amount of people left in the 
town and you start on the first 
screen again, only this time it's 
harder with more Outlaws and 
obstacles. 


Yet another typic- 
MML ally Ultimate crea - 
tion, nice graphics, 
nice sound and 
(&/ absolutely awful 
\ gameplay. The 
SHk i only real saving 
* grace of Outlaws ts 
^ that it isn 't quite as 
bad as Imhotep. As usual there's 
the ubiquitous expanded and 
blocky sprites making up the 
main player. The music is very 
mundane and annoyingly fades 
as you hit fire to start. There 
really is nothing much to say 
about Outlaws except for how 
mediocre it is. Ultimate will 
really have to pull their act 
together if they wish to compete 
with other software producers in 
this price range. 


Presentation 67% 

Some useful options and an 
attractive screen layout. 

Graphics 78% 

Pleasant scrolling backdrops, 
excellent equestrian animation. 

Sound 30% 

Generally dull. 


Hookablllty 53% 

Initially interesting and quite 
jolly to play. 


Instability 33% 

Not enough variety and action to 
grab you tor long. 

Value For Money 31 % 

If Ultimate continue releasing 
products below their usual 
standard, then they should at 
least price it accordingly. 

Overall 35% 

Ultimate have surely seen better 
days. 


24 ZZAP! 64 February 1986 


"i thought is u$s 


OUTLAWS 

Ultimate, £9.95 cass, joystick only 


I 







I 





walks, horrendous slopes with 


Although 

Gyroscope has 
8P?S51|| some graphic simi- 
larities to the arc- 
/ Jrr \- N ; a< * e 9 3 me Marble 
i^adness, it certa- 
I W g | inly doesn't have 
any of f/?e addictive 
gamep/ay. Unlike 
fts arcade ' counterpart ' f/?ere /s 
//ft/#. to do other than steer down 
slopes — at least Marble Mad- 
ness has a multitude of different 
nasties to contend with. If 
Melbourne House had put a lot 
more into the game then Gyro- 
scope could have been some- 
thing special, but as it stands it's 
just dull. 


tight corners, holes in the floor 
and combinations of all these 
with the aforementioned haz- 
ards — being a gyroscope isn't 


checks have to be made to en- 
sure you're not going too fast — 
if there's a sharp turn at the 
bottom you could find yourself 
in deep trouble, and run out of 
road. 

Inanimate hazards on the 
course complicate matters fur- 
ther, and include black holes 
(which make control of your 
gyro rather difficult) and magne- 
tic floors (which pull you in cer- 
tain directions, usually to the 
edge of a precipice). 

The landscapes are very dev- 
iously created; starting from rel- 
atively easy they get more tricky 
very rapidly. Some of the diffi- 
cult courses contain thin cat- 


G yroscope puts you in a 
similar surrealistic situa- 
tion to the arcade classic 
Marble Madness. The basic 
gameplay is very simple — you 
take control of a gyroscope with 


Gyroscope is yet 
another game that 
has lost an awful 
tot in it's transla- 

tton f rom ,t s sou ~ 

rce machine. On 
Spectrum Gyr- 
oscope is a great 
mm game, , well deserv 

ing of it's CRASH Smash status, 
but on the Commodore it's so 
lack lustre. Graphically Gyros- 
cope is quite pretty, successfully 
emulating Marble Madness 
from where Gyroscope's inspi- 
ration no doubt came. The con- 
trol of the main sprite is quite 
nice though because it's single 
colour vou may have a bit trou- 
ble picking it out. The attacking 
monsters are just rubbish, they 
move unconvincingly and look 
extremely blurry. Worst o f all is 
the extremely bad error detec- 
tion, the program just doesn't 
have any idea when the gyro- 
scope gets near to the edge of a 
ledge. I'm afraid depsite the 
potential of an excellent game, 
Melbourne House have really 
mucked up. ft may well be worth 
a quick look at, but / doubt it. 


the task of getting from the 
starting post at the top of the 
course to the finishing post at 
the bottom within the allotted 
time. Each time the gyroscope 
topples, a life is lost. The course 
is very strange, presented in a 
surrealistic 3D effect featuring 
tall geometric buildings, ramps 
and steep slopes along and 
around which you have to guide 
the gyroscope. The course also 
provides a home for some rather 
strange (and vaguely familiar) 
aliens whose touch topples your 
spinner. 

There are six courses, each 
taking up five screens. As you 
make your way down a course 
the screen scrolls vertically with 
the gyroscope. The whole game 
is played against a clock, which 
ticks off the time relentlessly as 
you try to complete each quintet 
of screens. Completing a course 
earns you a bonus related to the 
amount of time remaining on 
the clock. 

You begin the game with five 
lives in store, and pick ud a 


Top Quality 5i" Bulk Packed Disks 
Supplied in 10’s with a FREE Plastic Library Case, Labels etc 

10 Single Sided/Double Density* 

10 Double Sided/Double Density* 

50 Single Sided/Double Density* 

(Supplied with a Perspex Storage Box) 

50 Double Sided/Double Density* 

(Supplied with a Perspex Storage Box) 


bonus life for each 1,000 points 
scored. If you fail to complete a 
screen course within the time 
limit, the gyroscope topples 
when the count hits zero, a life is 
lost and you resume play from 
the spot you reached at timeout 
with the clock reset to start a 
new run. 

There are some very thin cat- 
walks between the buildings 
and here lies the main danger. If 
you stray too near the edge of a 
construction 


ONLY £74*95 


/ love arcade Mar- 
ble Madness and 
therefore really 
looked forward to 
getting this prog- 
ram. Unfortunately 
/ found myself very 


7 iLEf disappointed. Gyr- 

9 oscope seems rat 

her empty, no rotten meanies or 
really devious bits of landscape 
to have to negotiate — just get- 
ting to the bottom of the course 
screen after screen. It's a shame 
that Melbourne have produced 
Gyroscope like this, the graphics 
and sound are very nice, but 
with a little more programming 
the game could have been really 
brilliant. As it stands it's just a 
poor cure for lack of Marb/e- 
Madnessitis. 


All prices are inclusive of V.A.T. 

Delivery FREE throughout the U K. 

3" & 3?” Disks also available 

Bulk Orders, Export Enquiries & Educational Enquiries Welcome 

Double Density is the equivalent of 40 ®0 Track 


or catwalk your 
gyro becomes unbalanced and 
totters over — another life gone. 
When this happens, the gyro is 
replaced at the place where it 
died, and thus time is lost as well 
as a life. 

Control of a gyroscope takes 
some getting used to 


once 

you start moving in one direc- 
tion it takes a while to slow 
down. The beast accelerates 
down slopes, and constant 


i Love ppwlg Bygng / 


ZZAP! 64 February 1986 25 


Melbourne House, £8.95 cass, joystick or keys 


Presentation 56% 

Lacking in options and not much 
thought seems to have gone 
into the game. 


Graphics 87% 

Very pretty Marble Madness 
style backdrops but little else 


Sound 42% 

Very irritating and repetitive 
soundtrack. 


Hookability 55% 

There's so little to dothatthefun 
is very initial. 


Escher on the small screen — the gyroscope is all set to fall into 
oblivion due to the arrows on the floor pushing it in that direction 


Instability 4 1 % 

Lack of surprises makes the 
game pall. 


Value For Money 45% 

Only worth it if you're really 
suffering from 
lackofMarbleMadnessitis. 


Overall 46% 

A disappointment from 


Melbourne House 


Please Send Cheques/Postal Orders to:- 

SJB DISKS LIMITED (Dept Z Z 1 ) 

1 1 Oundle Drive, Nottingham, NG8 1BN 
Telephone (0602) 782310 



^l9Nmj_ $hai\ 








"I'U. <j€T TXOr 
*THIN 


c 

Elite 

OMMAJ 

f, £9.95 cass, joystick only 

IM 

DO 



E lite's Commando is the 
licensed version of the 
classic Capcom arcade 
game which has captivated 
thousands of arcade gamers all 
over Britain. 

The game places you in the 
role of a super crack commando 
with a mission to penetrate deep 
behind enemy lines and destroy 
their well guarded fortress. This 
mission takes place over a vert- 
ically scrolling landscape and 
you, armed with a few grenades 
and a sub machine gun, have to 
take on the entire enemy army 
single handed. 

There are boxes of grenades 
lying around the battlefield 
which you can pick up to repl- 
enish your stocks, but otherwise 
you just have to use skill, re- 
flexes and sub machine gun to 
survive. 

To reach the fortress you first 
have to pass through two areas, 
each with its own mini fortress 
at the end. When you take a mini 
fortress you are transported to 
the second area, and after that 
it's the final run up to the main 
fortress. If you take and destroy 
that then you start the second 
mission which takes place over 
the same landscape and has to 
be completed in similar style, 
although the soldiers are far 
more hostile. 

When you approach a fortress 
its doors open and loads of sol- 
diers pour out, spewing bullets 
from their guns and lobbing 
grenades all over the shop. To 
take the fortress you have to 
destroy every soldier — not a 
trivial task by any means. When 
you've killed all the soldiers your 
man automatically runs through 
the fortress gates, a message of 
congratulations is printed up on 
screen and you are taken to the 
next area. 


Each area has its own features 
and hazards. Level one is com- 
paratively easy, but by the time 
you reach level three the going 
gets really tough, with lots of 
obstacles to thwart swift for- 
ward progress. Naturally, there 
are loads of enemy soldiers 
swarming all over the place, but 
luckily they're only armed with 
single shot rifles and grenades. 
Even so their sheer numbers 
often becomes totally over- 
powering. 

There are two specialist 
weapons used by enemy sol- 
diers: bazookas and mortars. 
Mortar bombers don't pose too 
much of a threat, since they can 

/ wouldn't have 
thought it possible 
to successfully re- 
produce the arcade 
game Commando 
on a mere Commo- 
dore 64. Elite obv- 
iously feel the 
same ; since this 
official version doesn't look, 
sound or play like the original 
The graphics are good, but 
nothing outstanding. The scrol- 
ling backdrops are great, but 
some of the sprites seem prone 
to epileptic attacks and on oc- 
casions they even disappear! 
This proves extremely off-putt- 
ing and makes the game very 
annoying to play. The music is 
the most impressive thing about 
Commando, with Rob Hubb- 
ard's excellent variation on the 
original theme to drive you on as 
you play. However, the sound 
effects are poor and comple- 
ment the gamep/ay well. As it 
stands, this seems a very hurr- 
ied conversion of the arcade 

f ame — a shame, as I'm sure 
life could have done better if 
they had put their collective 
minds to it. 


only fire one pretty inaccurate 
shot at a time. Bazooka carriers, 
on the other hand, are deadly 
and fire round after round of 
lethal shells which explode in a 
large cloud of deadly flak. 

Vehicles trundle about the 
landscape. They come in var- 
ious shapes and sizes and inc- 
lude trucks, jeeps and motor- 
bikes. They've all got to be 
avoided, but can be destroyed 
with a well-aimed hand gren- 
ade. Jeeps can cause problems, 
as they carry a gunner armed 
with a sub machine gun and 
spell doom if you're not busy 
pegging it in the opposite dir- 
ection. Lorries, too, are deadly 
and carry many soldiers who 
pile out when their transport 
stops. 

The landscape is very barren 
— well, what do you expect for a 
desert? Dotted around are trees, 
little hills (usually the enemy 

JBb Though supposed- 
fy a conversion of 
Wnt ^ * the arcade game 
ft & Commando, Elite's 
W % ^ version is woefully 
lacking five of the 
m 9 SH P levels seen on the 
original, ft wouldn't 
be so bad if the first 
three levels were a bit harder to 
complete but since they don't 
even present that much chall- 
enge to me, doing the same 
thing again and again very 
quickly grows tedious. Graphic- 
ally and in terms of execution. 
Commando is very competent 
indeed, but it just doesn't hold 
interest at all for me. Even so, 
many people may well enjoy it. 

come belting down their slopes) 
and rivers (there are always 
bridges to cross them — you 
might be a commando but you 
can't swim)! 

Area one is pretty deserted 
with only a few trees and hills, 
although there is a bridge under 
which you have go. The bridge is 
narrow, and there's usually 
plenty of enemy soldiers just 
waiting to pounce on you on the 
other side. After the bridge there 
are rocks which the enemy use 
for cover and after these, the 
first mini fortress. 

Area two is where things start 
getting tough. Foxholes filled 
with soldiers block your path, 
and the only way to kill the 
soldiers is by lobbing grenades 
on them. While you're trying to 
do that they're busily trying to 
machine gun you down, just to 
make your life a misery. There 
are also another two bridges, 
one to go under and one to go 
over (it gets you across a river}. 
Buildings and bunkers start tG 
make an appearance too. Yet 
more soldiers pour from the 




/ must confess to 
being terribly disa- 
ppointed with this. 
It's not the actual 
playability that's 
lacking, it's the 
' number of levels — 
there are only three 
which are pretty 
easy to complete within a few 
games. Once you've gone round 
a few times the whole game gets 
rather boring to play. All the 
features of levels one, two and 
four of the arcade machine have 
been faithfully reproduced with 
some very nice graphics, but 
really that's not enough. If you 
do love Commando and don't 
have a chance to play the real 
thing then obviously you've got 
no choice but to buy this, but 
really you should take a look at it 
first, because / don't think it has 
enough challenge to keep a 
hardened gamester occupied 
for long. 


buildings, while a fusillade of 
bullets comes from the bunkers. 

The final run, area three, has 
all the hazards found in the ear- 
lier sections, only in far greater 
numbers. On this rush you're 
forced to cross an airport which 
has lookout towers complete 
with machine gun wielding sol- 
diers at the top. Great gangs of 
bazooka carriers make the going 
really tough — they emerge 
from each side of the screen and 
fire their shells diagonally, 
making them very difficult to 
dodge. 

Points are awarded for dispos- 
ing of enemy soldiers and veh- 
icles and a hefty bonus can be 
earned by killing two guards 
who hold a colleague of yours 
prisoner. However, once you 
liberate your ally, he disappears, 
rather than helping you fight 
your battle. 


Presentation 72% 

Nice arcade quality title 'attract' 
screens and high score table, 
but no game options. 

Graphics 83% 

Smooth scrolling backdrops, 
but there are sometimes awful 
glitches. 

Sound 91% 

Rob Hubbard's superb remixes 
of the arcade tunes. 

Hookability 80% 

Destroying the fortress is highly 
desirable . . . 

Instability 61% 

. . . but doing it gets very 
repetitive. 

Value For Money 72% 

A tenner for only three out of 
eight levels of the arcade game 
seems a bit steep. 

Overall 77% 

Doesn't quite live up to its 
potential. 





26 ZZAP! 64 February 1986 







Tf+t tKfST tHl Trt 


s 




Multi User Dungeon 

"MUD leaves conventional adventures for dead " (PCW) 

"MUD is the addictive game " (Telelink) 

"10 out of 10 on all counts " (Which Micro) 

It's here - The most talked about computer game in the 
world. M.U.D is more than Adventure, more than 
Communication, more than a new way of using your 
Micro. It's fun, it's addictive, it's challenging, and, if you 
have a modem, a computer and a phone-line, it's all yours! 

Hundreds of people are already playing. This is your 
chance to join them. 

Call the MUD-Line now 01-608 1173 

1 

(j) CONFUCIUS is a division of British Telecommunications pic. M U D is a trademark of BT/M.U.S.E 






FEBRUARY 




•'v v .vv v 




cFrortf 


F rom the comfort of your 
armchair, Lucasfilm ask 
you to enter a world of dark 
mystery, a land that, subcons- 
ciously, is well known to you. 
From within the safe confines of 
your Eiderdown, you are to 
enter The Eidolon, and through 
it the depths of your mind, travel 
within your very id, a place full of 
surprises that deep down you 
already know. 

Around a hundred years ago a 
Dr Josef Agon distinguished 
himself in the eyes of the Vic- 
torian intelligentsia as one of the 
world's greatest scientists. 
Agon probed into the untapped 
powers of the human mind and 
eventually sank to reclusedom, 
never venturing from his Victo- 
rian mansion, performing str- 
ange experiments and practic- 
ally living in his cellar labora 
tory. The years of research fin- 
ally paid off and the culmination 
of Agon's life's work was The 
Eidolon — a craft powered upon 
mind energy and capable of 
propelling it's user into the 
cavernous spaces within their 
own identity. A hundred years 




guardian — encounter a dragon 

inanimate stone . . . PPr ° ach to ° cl °se, he is harmless 


on and Agon's creation is disc- 
overed, American software 
house Lucasfilm have managed 
to recreate the antiquated mind- 
probe in a slightly more acces- 
sable silicon form. All you need 
is a Commodore 64, a cassette 
or disk drive and willingness to 
experiment within your own 
personna. 

In it's original form, The Eid- 
olon is a spherical shaped, man 
sized globe just large enough for 
one voyager. Mounted upon the 
globe's apex is a multi purpose 
cannon/capturer for firing and 
retrieving the energy-composed 
globes populating your id. Sit- 
ting upon three stalk-like ant- 
enna, The Eidolon floats when in 
action, gliding upon the mind's 

/ waves. To be- 


28 ZZAP! 64 February 1986 






The Eidolon is yet another 
superb game from 
LucasfUm which follows 
the footsteps of Ballblazer 
and Koronis Rift. Again 
fractal mathematics have 
been used to produce some 
really superb graphics 
resulting in fantastic 
realism as you penetrate 
the mysterious caverns. 

The characters are 
fabulous - really huge and 
superbly animated. Whilst 
playing it's possible to get 
totally engrossed and end 
up practically having a 
coronary when a nasty 
jumps out from around a 
corner. The Eidolon has 
really set the standards for 
1986 — if LucasfUm 
continue to produce 
programs as good as this 
then Commodore owners 
are certainly in for a very 
happy new year! 


gin just sit in the control chair 
and pull the trigger at the side of 
the main operating lever and 
relax. The machine will then 
transport the viewer to a sub- 
terranean maze-like system of 
caverns. Using a joystick The 
Eidolon can be moved through 
the grey cave system. When 
using Lucasfilm's computer cir- 
cuit-based personna prober, the 
bottom half of the TV is dedi- 
cated to conveying the informa- 
tion displayed upon the control 
panel. Above this is a three- 
dimensional representation of 
what can be seen from the 
cockpit. Cave walls and vaulted 
ceilings move realistically 
around as the joystick is mani- 
pulated. On your first venture 
The Eidolon is placed within the 
first level, the object is to pro- 
gress through to the seventh 
level of identity. Each cave has 
an entrance into a deeper level 
of the mind but is fervently 


I 


I his is 

Lucasfilm's fourth and 
probably most impressive 
release to date. As is to be 
expected from this 
company ; the presentation 
is immaculate with plenty 
of attention to detail all 
round \ especially in the 
instructions. The graphics 
are as stunning as the 
packaging and the 
standard of animation 
present is quite 
remarkable , 




defended by one of the caverns' 
guardians. Bathed in a key 
operated force field you have to 
capture the key to the field and 
then destroy the gate's warder. 
As The Eidolon nears a force 
field the space around it glows 
with a coloured aura. To pierce 
the barrier a power jewel of a 
similar glow to the field's aura 
must be collected and projected 
at it. 

When the caverns are first 
entered a full complement of 
power is supplied and indicated 
upon the lower screen. If any- 
thing of a detrimental nature 
happens to The Eidolon the 
needle on the powermeter fluc- 
tuates away from the plus sign 
and towards the minus. Hanging 
before you in mid-space on the 
first level are a number of con- 


sound, which is 
unfortunately weak, but 
having said that, is still 
surprisingly effective. 
Thankfully The Eidolon is 
as enjoyable and absorbing 
to play as it is to watch, with 
seven levels of twisting 
passages and evil beings to 
contend with. Yet another 
classic game from 
LucasfUm, and I look 
forward to their next 
releases with anticipation. 
But for the moment Tm 
quite content with The 
Eidolon — excuse me . . . 


veniently placed yellow energy 
spheres that hum and glow, 
these can be collected to reple- 
nish a flagging power supply. If 
the sphere is in central view then 
a diamond shaped field sus- 
pends itself around the globe, 
this means that The Eidolon can 
capture the sphere with collec- 
tor/discharger on its roof. A 
pound on the space bar activ- 
ates collection mode and boosts 
the energy needle accordingly. 
Extra ammunition is also awar- 
ded. Not only gold fireballs hang 
near the cave's roof, there are 
also blue spheres which not only 
boost The Eidolon’s energy level 
but also alter the course of time, 
freezing all objects in motion for 
a brief spell. Since a time limit is 


ZZAPI64 February 1986 29 


i 



collected In th ee indicators show w/ha^ Uar ^ ,an you are - 

£^ T ySi 


-d (right, thelet'l'^ ~ 





hitehom b e U9 ’ eVed creature blink 


alarm as the first bolt of energy 


pounding on the fire button. One 
of four powerspheres may be 
selected for firing from by pres- 
sing the keys 1 to 4. Red, Gold, 
Green and Blue spheres are 
numbered one to four respec- 
tively. Each release of a fireball 
drains your energy supply and 
diminishes ammunition. Care 
must be taken to avoid using 
more red fireballs than are 
required to defeat the foe, for 
they are only detonated on con- 
tact with the monster. Too many 
in the system and you could run 
into one that has just rebounded 
from a far wall! In this situation 
you can either dodge or try and 
shoot it with another red fireball. 
If you hit true then the two fire 
balls merge into one. Though 
still bouncing and rebounding 
off the walls, the newly merged 
fireball is yellow and can be 
picked up if you're fast enough. 

Each fireball has a different 
effect on the creature before the 
machine. Red is normally best 
because of its powerful nature. 


imposed on your journey to the 
next level the blue globes can be 
handy for time extensions or 
temporarily halting a nasty in 
pursuit. 

Many creatures inhabit the 
twisted mind tunnels and each 
of them guards a power crystal 
of its own. Since you need the 
power crystals to destroy the 
guardians' force fields, you have 
to find and destroy these mon- 
sters. Most of the creatures are 
quite lethargic, sitting statues- 
quely frozen in front of their 
power gem. But should The 
Eidolon approach an Id monster, 
the energy radiated by the 
machine stirs them to life, drain- 
ing all they can from your sup- 
ply, proximity can be very dam- 
aging. If the supply reaches zero 
then you get thrown out of your 
mind and back into the real 
world. When approached, a 
nasty changes from a stone-like 
grey into its original colour and 
the creature attacks. To van- 
quish your opponent it's best to 


I got 

very excited about The 
Eidolon after seeing a 
demo at the PCW show I 
expected great things of 
this title and thankfully / 
wasn 't let down. The first 
thing to strike you is the 
stunningly realistic 3D 
effect created by the caves 
moving. Usually with a 
program of this sort the 
game itself is often sadly 
neglected. With Eidolon 
this is not the case at all. 
Battling imaginatively 
different monsters in the 
labyrinths of your own 
mind is amazing fun. Rea! 
atmosphere is created by 
the realistically animated 
creatures. Apparently 
Lucas film originally 
animated the different 
characters on celluloid and 
then transposed them onto 
the 64. The documentation 
accompanying the package 
is near faultless , and 
though not very detailed it 
gives enough information 
to get you started on a truly 
astounding adventure. 
There's no criticism / can 
think of for this game. 


to have no real effect upon any 
of the caves denizens. 

On later levels other creatures 
appear, all fully animated when 
stirred into action. So far en- 
countered are Trolls, Biter Birds, 
Rotoflies, Puffer Birds, Greps, 
Bottlenecks and Hell-hounds. 
There are seven layers to be 
travelled through and though no 
one knows what lies beyond the 
seventh barrier. Dr Agon's diary 
contained the following 


passage: 


'Last night, / had a strange 
vision- half dream, half fantasy. / 
imagined / had made it through 
the seventh level, past the final 
guardians. Suddenly, against an 
immense and limitless sky, / 
beheld a many-headed dragon 
more fearful than anything / 
have encountered. With the light 
of morning, the vision lingers, 
too vivid and haunting to be 
dismissed . ' 


Though this was only a dream it 
is likely that Dr Argon's repeated 
ventures into his own mind en- 
dowed him with the skill of pre- 
monition. Though as yet uncom- 
firmed, the lowest levels of 
human consciousness are prob- 
ably an awesome domain 
indeed. 


let off a volley of red spheres by 
on the first level there's nothing 
that a blast of red fireballs can't 
trash. However when you reach 
the later screens some of the 
creatures are just too powerful 
to be destroyed easily. For this 
the green and blue fireballs 
come into their own. Blue freeze 
an enemy for a short amount of 
time, giving extra time to des- 
troy your foe. Green transforms 
your opponent into another 
monster of the caves though it is 
possible to conjure up a foe of 
greater power. Gold balls seem 




30 ZZAP! 64 February 1986 



/V(ONST£RS 
REN'T RS ClTC 


I 





BOUNCES THE SPORT OF THE FUTURE 



Mail Order: MONOLITH, 3rd Floor Lector Court, 151 Farringdon Road, London EC1 R 3AD. 
All games priced at £9.95 inc P&P. Cheques/POs payable to BEYOND.' 

Credit cards call 01-837 2899 


J. 







R evs isn't an average 
run-of-the-mill arcade 
race game, it's a fully 
fledged Formula 3 racing car 
simulator. No grabbing the joy- 
stick and zooming off into the 
sunset at MACH 3, oh no, plenty 
of practice is needed before you 
can even get round a simple 
bend in first gear! You have 
been warned. 

Revs simulates the Formula 3 
Ra/t RT3 Toyota Novamotor and 
therefore, like a proper racer, 
has to be driven with a certain 
amount of respect. No zooming 
around corners at silly speeds, 
you just end up spinning off the 
track. 

The specifications of the car 
have been copied faithfully, 
although the computer version 
has no clutch and an engine 
tolerant of abuse like excessive 


played). There are still five gears 
(and reverse), brakes and a 
throttle. Steering is done by 
using two keys, and pressing the 
space bar amplifies the steering 
motion. The car's aerilons are 
adjustable allowing you to cus- 
tomize the car so it suits your 
driving best. 

The game is viewed from the 
driver's seat so you can see the 
steering wheel in front of you 
with the dashboard and all its 
dials beneath. The only dial that 
plays a part in the game is the 
rev counter. This is used instead 
of a speedometer since it shows 
the actual power the engine is 
producing rather than the speed 
the car is travelling. This is far 
more valid when coming out of 
corners since the rev counter 
shows you whether you're get- 
ting optimum performance from 
the car. The car also has wing 
mirrors which certainly prove 


On first viewing this looks 
pretty unimpressive, it's 
only when you get behind 
the 'wheel' and you can 
relate to what's happening 
on screen that the program 
really comes into its own. 

The 3D is incredibly 
realistic and the feeling of 
exhilaration and 'being 
there ' is paramount. The 
way the car bounces up and 
down as it moves along the 
road is amazing and further 
adds to the realism of the 
game. 

To a novice Revs is slightly 
confusing and frustrating 
because the car is so 
difficult to control — 
spinning off the track 
seems the only thing you'll 
ever manage. 



Perseverence reaps its own 
rewards , however, and 
within a few hours practice 
it's possible to go round a 
track without crashing into 
anything. The competition 
mode is brilliant with 
tremendous realism and 
thrills as you battle it out 
with the other drivers. This 
is a truly fabulous program 
— every drivers' dream! Go 
and buy it. 


overrevving (otherwise it would 
explode every time a novice 

32 ZZAP! 64 February 1986 




Position ?o 
lops to 90 5 


niiffi: ,i.r 

’ * n «*x fhpotti 


t - " - ^ 



toreliftlie engine to waxirnize^acceleration 306 * >e ^' ns ' Don't forget 





Revs marks a total 
departure from the normal 
approach adopted by 
software houses when 
writing a racing game. Revs 
is a simulation and not a 
game at all. Even though 
simulations usually appeal 
only to those interested in 
the pursuit being 
simulated ', Revs had me on 
the edge of my seat even 
though car racing isn't 
what I'd noramlly describe 
as exciting. 

useful at the beginning of a race 
when you want to see whether a 
car is close behind. 

The car is controlled using 
either the keyboard or keyboard 
and joystick together. Although 


Though at first 
it's a bit difficult to play : 
after some practice things 
get a lot easier. 

The sense of achievment 
once you've managed to 
complete your first lap is 
just great. Apparently to 
recreate the Si/verstone 
and Brands Hatch circuits 
on computer, complex 
surveys where taken o f the 
courses. It shows, the dips 
and bumps of the original 
tracks have all been 
faithfully reproduced. 
Geoff Crammond certainly 
is an excellent programmer 
and designer. Hopefully 
we'll be seeing some more 
of his work on the 64, like 
his excellent Starship 
Command. 


looking rather ominous to a 
novice, with practice this setup 
soon becomes easy to use and is 
in fact is quite comfortable and 
logical. 

When Revs is first encounte- 




Acornsoft must be 
congratulated for their 
wholly original approach to 
a simulation. Revs is one of 
the most exciting games / 
have ever played — an 
incredible feeling o f 
actually ' being there' is 
generated by brilliant 
graphics and realistic, but 
initially awkward, control. 

The program has many 
superb touches throughout 
and the presentation is of 
the highest standard. There 
are race games and there 
are simulations, but there's 
nothing quite like Revs. 


red the car seems very difficult 
to control, especially with the 
keys, but once a driver has got 
used to the conntrol method, 
zooming round bends counter- 
steering skids and overtaking in 
some really tight situations 
becomes second nature. Using 
the gears is quite complicated 
too, but again perseverence 
pays off. 

Revs has two famous British 
tracks to race around — Silver- 
stone and Brands Hatch. These 
have been crammed into the 64 
with attention to the smallest of 
details. All the corners, stra 
ights, bumps and slopes have 
been reproduced, it is claimed. 

When the game first loads you 
are given two options: to prac- 
tise or go for competition. Prac- 
tise allows you to get used to the 
the Teel' of the car and the track. 
This mode clears the track of any 
other cars and is therefore use- 
ful if you want to go for a track 
record. 

Competition mode puts you in 
a Grand Prix situation. Before 
you can race you have to go 
through a compulsory qualify- 
ing period so you can notch up a 
good lap time. How well you do 
during this period effects your 
grid placing at the start of the 
race — the faster your time the 
better your grid placing will be. 
You can adjust the length of the 
qualifying period to last bet- 
ween five and twenty minutes, 
obviously the longer the time 
the better your chances of ach- 
ieving a fast lap time. 

Once this period is up the 
program asks whether you want 
to race or go through through 
the qualifying procedure again. 
If you take the racing option 


you're then asked how many 
laps the race is to be run. Once 
that's been settled your time is 
analysed, compared with that of 
the other 19 cars and your star- 
ting position on the grid is 
calculated. 

You're then placed on the 
starting grid and the countdown 
to the race commences. On- 
screen information during the 
race includes your current posi- 
tion in the race, which driver is in 
front of you and who is behind. 
Your lap and split lap time is also 
displayed so you can gauge how 
well you're doing. Once the race 
is finished, a table of all the cars' 
finishing positions and times are 
shown. 

When racing you must drive 
reasonably safely otherwise you 
might collide with another car or 
skid off. If you do then your car is 
dropped back onto the track at 
the crash point and you have to 
start it up again which loses you 
valuable seconds. A nice touch 
is that if you do hit a car then it 
stays on the track for the rest of 
the race causing an obstruction 

Revs comes impressively 
packaged with two manuals and 
a map of both race courses. One 
manual explains the workings of 
the car and gives hints and tips 
on how it should be driven to 
give the best results. It also 
explains the basic principles of 
racing, finding the optimum line 
of a bend and the aerodynamics! 
of the car. The other, written! 
with the help of David Hunt, 
gives a corner by corner break- 
down of the two courses and 
explains the best method of 
tackling each one. 


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ZZAPI 64 February 1986 33 





■£-:>« DEUS 

EX 

MACHINA 

In October of last year AUTOMATA released this unusual 
package for the Spectrum. It won the CTA Game of ^h%Vea| 
award for 1985, for which Automata's Christian Penfold was 
grateful, but which caused him to hit out at software distributors 
for having failed to get the product out. At the time of the award 
dinner, DEUS EX MACHINA had managed to sell less than a 
thousand copies. Now, on the 64, ELECTRIC DREAMS are hoping 

ff mgy w ; tlldo much b aMp T ^ J M 
This is not so much a review, for DEUS EX MACHINA defies 
review, more a look at a way of life — and death . . . 



34 ZZAP! 64 February 1986 




HELLO. I WANT YOU TO 
PAUSE AFTER I COUNT YOU 
DOWN, AND RECOM- 
MENCE PLAYING AT THE 
SCREEN'S REQUEST! FIVE - 
FOUR - THREE - TWO - ONE - 
PAUSE! 

Tuesday evening , after tea and 
compulsory prayers , the last 
mouse tried to hide from Man- 
kind , inside the Machine. Just 
before it dies , as the nerve-gas 
eased its sphincter , the last 
mouse dropping caused a slight 
accident. You may control the 
progress of this Accident , on my 
behalf ', and with my perm ission , 
and lead it up the telepath. 

So starts a game which can 
only be described as differ- 
ent. What makes it different is 
the game idea in which you 
control the progress of an 
accident as it grows, learns 
and develops into a human 
being and eventually dies. 
Throughout the game you are 
given a percentage score 
which gets higher and lower 
as the game proceeds. Deus 
Ex Machina is unique, as 
much of a milestone in com- 
puter history as The Hobbit 
with its graphics, because this 
game has a synchronised 
sound track! Tne cassette 
case contains two tapes. One 
is the computer game — two 
games, one on each side — 
and the other is the sound 
track, also on either side. The 
sound track — once — syn- 
chronised plays all the while 
the computer program is 
running. 

The sound is of very high 
quality and stars Ian Dury, Jon 
Pertwee, Donna Bailey, Fran- 


kie Howerd, Edward Thomp- 
son and Mel Croucher (Auto- 
mata). In addition there is 
music with a distinctly Auto- 
mata-ish feel to it, but it is 
definitely more serious in 
tone than usual! 

The game is not 'fun' in the 
usual sense, it's more of an 
experience. Next follows a 
brief description of each of 
the stages in the game. 

All the screen's a stage , and all 


the men and women merely 
players. They have their exits 
and their entrances, and one 
person in their time plays many 
parts, their act being seven ages. 

At first the infant mewling in 
the test tube's neck . . . 

This stage of life consists of 
seven sub-games in which 
you help create a baby (it's 
okay, all quite tastefully done 
— well fairly anyway). The 
machine (the central control- 






ling force of the UK), which 
rebels after witnessing the 
accident (which is wonder- 
fully animated) does most of 
the work by stealing an egg. 
The graphics are quite good 
here, as all the time the 
Defect Police (Frankie How- 
erd) are out to get you be- 
cause you are a defect, as was 
the mouse. 

Then the whining School Child , 
with cassette and shining morn- 
ing face creeping like a snail 
unwillingly to databank . . . 

This stage consists of only 
one game in which the Defect 
Police must track you, for that 
is their function. When you 
are caught, you use your 
powers to parry their psycho- 
probes. Throw up your shi- 
eld, move it clockwise and 
anti-clockwise to protect 
your entombed and revolving 
form. The graphics are inter- 
esting ana work especially 
well on 'yourself. This part is 
awe-inspiring and the sound 
track, as ever, is well 
performed. 

And then the Lover, sighing like 
a furnace, with a woeful video 
made to their lovers' hologram . 


This stage is similar to the last 
in which you must touch the 
lips with your cursor (!) as 
they approach your body; 
later on eyes replace the lips. 
As a game, this stage is quite 
easy and it is the last program 
on side one. The graphics are 
intriguing, with the sensuous 
movements of the lips and 
the hypnotic track by Donna 


ZZAP ! 64 February 1986 35 


i 











Bailey as The Machine. At this 
stage you turn over both 
tapes, reload and re-synch ro- 
nise side 2. 

Then a Soldier , full of strange 
oaths. Jealous in honour , sud- 
den and quick in quarrel , see- 
king hi -score, even in the laser's 
mouth . . . 

Now you are grown and as 
Frankie Howerd intones the 
chant, 'War crimes are easy', 
the ground moves under 
your feet and pitfalls appear 
over which you must jump. 
After a while the action 
changes and mental tortures 
sear down on you. You must 
protect yourself by raising the 
telepathic shields and reflec- 
ting the blasts. At last The 
Fertiliser (Ian Dury) says, 


'Killing is wrong, even pre- 
tend killing on little screens. 
And people that sell violent 
games to children should be 
put away somewhere safe, 'til 
they get well again.' At which 
point The Machine rebels 
against the Defect Police. 

And the justice, in fair round 
belly, with eyes severs and 
clothes of formal cut. Full of 
wise words and machine code . 


Here you are shown, fat and 
slow, your empire behind 
you. Words appear on the 
ground coming towards you. 
The words are mixed up, 
some good and some evil and 
some connected with evil. 
You must jump over the good 
and stamp on the evil. 





The Sixth Age shifts into the lean 
and slippered pantaloon. With 
spectacles on nose, their youth- 
ful clothes well saved, a world 
too wide for their shrunken 
shank. And their adult speech 
synthesiser turning again to- 
wards a childish trebble, piping 
and whistling in its sound. 

You see your character old 
and broken. You must trace 
his heartbeat. 

Your life is expressed as a 
percentage score. The screen 


an extension of the computer 
video game by music, or an 
extension of the 'concept 
album' by the addition of 

§ ames playing. In the end it 
oesn't really matter — Deus 
Ex Machina is a noble devel- 
opment idea, which points 
towards a new understanding 
of what can be done with 
computer games. It isn't 
perfect but it is a lot more fun 
than the idea might at first 
sound. The graphics throug- 
hout are always interesting 




switches and you must split 
up the blood cells so they do 
not clot. 

Observe the percentages. 

Again the screen changes 
and again you must trace the 
heartbeat. So it goes on until 
death and the end — of the 
beginning. 

Last scene of all, that ends this 
strange, eventful history, is 
Second Childishness, and mere 
oblivion, without keyboard, 
without monitor, without 
power supply . . . 

Deus Ex Machina is not for 

people who want a straight- 
forward shoot em up because 
it simply isn't that sort of 
game. In many senses it isn't a 
game at all, although there 
are humourous little games 
within its scope. It becomes 
an experience, aided by the 
hypnotic sound track and the 
emotive words. In fact it's 
hard to decide whether this is 


and sometimes absolutely 
excellent. The sound track is 
produced to a high level of 
quality, so much so, that 
together with its content, it's 
alone worth a considerable 
chunk' of the price. 

This may be over a year old 
now, but Deus Ex Machina is 
as fresh and original today in 
its Commodore reincarnation 
as it was when it first appea- 
red on the Spectrum. 

We don't inherit the Earth from 
our ancestors, 

We borrow it from our children. 

Imagine if we could begin our 
little life all over again. 

Imagine if it was all nothing 
more than some electronic 
game. 

Imagine if I knew then what I 
know now. 

What did you learn ? 

I can't quite remember, but I'll 
try and be better next time . . . 


Deus Ex Machina costs £9.99 on cassette only. 

Compiled by Robin Candy & Roger Kean 



36 ZZAP! 64 February 1986 














FRIDAY THE 1 3TH 



Domark, £8.95 cass, joystick only 


S 


D omark follow on in their 
classic 'Game-of-the- 
Film' series with new 
release Friday the 13th, a story 
of naughty Jason, a man with a 
view to a kill. The program is not 
all you get upon purchasing the 
ame, included within the terri- 
ingly packaged box are two 
really frightening blood cap- 
sules to scare and amaze your 
friends. Also included is a 
special effects competition 
where you have to match up the 
ghoulish noises with the cap- 
tions listed on the cassette inlay. 
The prize is one of five colour 
monitors for the 64. 

The game itself revolves 
around well known mass mur- 
derer Jason. Jason is vacation- 
ing at the Crystal Lake holiday 
camp. The only trouble is that 
other people are also staying 
there and, running true to type, 
Jason decides to kill them one 
by one. This is where you come 
in — having been cast as one of 
the 'plot's' ten characters by the 
computer, you must play the 
hero and save as many campers 
as possible. Silly proles that they 
are, the other inhabitants are 

WSSBSSSSM 

Wow ! I’ve never 
been so frightened 
in my life . It's like a 
ghost from compu- 
ting past coming 
back to haunt me 
with chunky gra- 
phics , grating 

music and retarded 
gameplay . After all the hoo haa 
about 4 will the game damage 
our poor children's fragile iden- 
tities’ it’s just a Mad Doctor 
clone. The only possibly upset- 
ting thing is the post purchase 
shock of realising what you’ve 
spent your money on. The ins- 
truction sheet is really patroni- 
sing and about as useful as the 
two blood capsules included. As 
is so often true about such film 
of the game conversions, Friday 
the 13th is a waste of time. Have 
a Happy New Year, avoid this 
product — and avoid Holiday 
Camps by lakes. 


Friday the 13th — 
the computer 
game is far more 
horrific than the 
film, but for diffe- 
rent reasons . . . 
The graphics and 
sound are both att- 
rocious and suit the 
game well, what little there is of 
it. I haven't played anything as 
bad as this for a long time, and 
quite frankly I'm not prepared to 
waste any further words on it 
However, as an addition to the 
inlay blurb, I suggest you turn 
off the television as well as the 
lights when playing. 





more interested in having a 
good holiday than avoiding the 
ice hockey-masked Jason. Thing 
is that Jason is disguised as one 
of the other guests and only 
comes out of his shell when he's 
trying to kill someone. 

The best way of protecting 
everyone is to set up a sanctuary 
safe from Jason's clutches. First 
the sanctuary cross needs find- 
ing but it is hidden at a random 
location in the holiday camp. 
The cross needs to be picked up 
and carted to a large but con- 
tained room like the barn. Drop 
the cross here and you've cre- 
ated a safe room with everyone 
in that location immune to 
Jason's gory advances. All the 
other campers need to be war- 
ned and directed to the sanc- 
tuary room for their own safety 
but they like being on holiday so 
much that after a few minutes 
waiting around they're likely to 
wander of for a sunbathe and 
risk getting dismembered. 

Looking quite similar to Crea- 
tive Sparks' Mad Doctor, the 
screen is represented from a 
sjde-on pseudo three-dimen- 
sional view. The character in 
your control is moved with the 
joystick in all eight directions. 
The fire button allows an object 
to be picked up and placed in the 
one object store on the status 
screen. If not moving, fire also 
drops objects but when on the 
run fire uses the object in your 
grasp. Most of the items around 
the camp are from Jason's wea- 
pon collection that he carelessly 
leaves lying around the place. 

Like all good villains, Jason 
dresses in black when not dis- 


guised as a camper and attacks 
his victims with a big white stick. 
If you stumble across Jason 
then repeated bashings with the 
weapon in your possession 
should kill him. With Jason 
dead, the next level is entered 
with a replacement Jason and 
you playing a different holiday- 
maker at Crystal Lake. If bore- 
dom sets in because you don't 
enjoy being the hero, it's possi- 
ble to rush about massacring the 
camp residents instead, al- 
though when you're the last one 
left Jason's attention shift's in 
your direction. 

Underneath the main screen 
is a status section, displaying 
various bits of choice informa- 
tion. The eight campers are 
shown on the status screen, 
those done in by Jason are re- 
placed with a little tombstone 
engraved RIP. A face of 'your- 
self is shown on the left hand 
side and as more of the campers 
get smeared the more your hair 
sticks up as things get frigh- 
tening. Next to the portrait an 
energy bar shows what life is left 
in you and score is shown next 
to that. If the energy band hits 
zero then a ghastly synthesised 
scream leaks from the speaker 
as the game ends. 

If a sanctuary room is set up 
then the other persons in peril 
can be sent there. If, by mistake, 
Jason gets sent off to the sanc- 
tuary room all the people there 
run off terrified. Throughout the 
game various effects are em- 
ployed to try and scare you. 
Sometimes when a holiday 
camper gets the chop a gory 
picture flips up to a synthetic 


SHIVER, SHUDDER, SHAKE! — the grinning mask of Jason 



A pood example of the pseudo 3D perspective — the church, could 
this be sanctuary? 


- L : 

•; 

|? 

mm 




i ' ' , 


'•motifs THiN<iif?" 


.nipifetf : ImMSi 

■ 1 ui illillPliilllllii l 

. i ■ : WmKmm 

BBUBC 




Yet another suc- 
cessful superhype 
for Domark! After 
grabbing every- 
one’s interest with 
i rubber bats, fake 
'blood, trick skewer- 
through-the-heads 
and clever eye-cat 
ching adverts they finally rel- 
ease a very poor product. How 
Domark expect a person of any 
intelligence to read the banal 
drivel on the cassette inlay and 
take it seriously I just don’t 
know I The graphics are of very 
low quality with pathetically 
animated sprites, 3D which just 
doesn’t work and a badly drawn 
(and tiny j landscape. The 
music's terrible too, consisting 
of really basic tunes sung with 
even more basic, ear-grating 
voices. The only redeeming 
feature about the sound is the 
realistic scream which the 
Commodore utters at regular 
intervals throughout the game. 
The most frightening aspect of 
the game is that some punters 
will have bought it by the time 
this review is published and not 
had a chance to read about how 
bad it really is. 


scream. Lots of spooky music is 
put in to add to the atmosphere, 
instructions on playing the 
game are clear and, to quote the 
inlay,: 

'Before playing the game 
make sure you: 

1) Close and look all doors, 
windows and curtains 

2) Turn of all lights, use a 
candle if necessary. 

3) Make sure granny isn't in 
the room. 

4) Set the computer volume at 
maximum, load the game and 
you 

will be surprised!' 


Presentation 41 % 

Attractive packaging disguises 
lack of options and a horrid 
game. 

Graphics 16% 

Amazing programming 
technique puts the machine into 
Vic 20 emulation mode with 
fatty sprites wobbling 
uncovincingly around on a 
cardboard cut out backgrounds. 

Sound 28% 

Incongruous music, thin 
screams and the odd hacking 
'bop' as another victim hits the 
ground. 

Hookability 19% 

The graphical disaster area tells 
the tale. 

Instability 16% 

Really, there isn't much. 

Value For Money 1 7% 

Blood capsules are fun. 

Overall 13% 

Surely Fridays were never this 
dire? 


HHiii 


ZZAPI64 February 1986 37 













touch4 11 


8 Zorro is very rem- 
iniscent of Bruce 
Lee in both its looks 
and gamepfay, al- 
though this game 
is far harder than 
last year's classic . 
Some of the puzz- 
les that you have to 
complete within it are rather 
obscure and take quite some 
time to figure out making the 

f ame somewhat slow to play. 

here is some action when you 
have to fight with the guards and 
leap about the more perilous 
parts of the screen , but mostly 
the game involves collecting 
things and putting them else- 
where. The graphics are reason- 
able , but the four colours used 
are rather bland. The sound is 
awful with a really annoying 
tune which grates throughout If 
you like this sort of game then 
you could well be pleased with 
this, but if you like your action a 
little faster and hotter then you 
might find yourself bored play- 
ing Zorro. 


JBWk. Datasoft seem to 
be trying to write 
■KJ; their games to for- 
} mu fa. The way 
J J Zorro plays, the 
way it looks, even 
the way it sounds is 
m ff all very similar to 
their previous hits 
Conan and Bruce Lee. Graphic- 
ally compared to recent releases 
for the 64, Zorro is just so crude, 
the sprites are lumpy and of 
extremely poor definition. Scen- 
ery is mostly of just four colours 
and soon gets dull and repeti- 
tive. There is some fun to be had, 
running around the course, and 
jumping off various objects is 
great, but if you start to try out 
any of the problems you soon 
find that a losing battle is being 
fought. I'm afraid that despite 
the enormous potential of a 
Zorro game, Datasoft have real- 
ly lost out. Seems the same as 
many other games-of-the-fifm 
conversions. 




poline to get to a previously 
inaccessable platform. 

The game allows quite a bit of 
interaction between the main 
sprite and the background. Most 
of the scenery can be climbed, 
bounced on or run over. In add- 
ition to prone, inebriated Ban- 
ditos (or is that Baditoes?), 
there's a number of trampolines 
around the town which are great 
fun to jump on. 

As in nearly all arcade adven- 
tures nowadays new screens are 
introduced into view once Zorro 
legs it off the side of the screen. 
Soundwise there are various 
spot effects plus an atmospheric 
latin rhythm in the background. 


action packed monochromatic 
sprite ready to defend the good 
and fight for the innocent, able 
to run, jump, brandish a sword 
and pick up objects. All the 
functions are accessed from the 
joystick with up for jump, diag- 
onals for jump left and right and 
fire for pickup/drop. The differ- 
ent rooms take up the whole 
screen except for the top two 
lines which contain information 
on your score and how many 
Zorros there are in reserve. 

After the abduction, being a 
superhero of brain as well as 
brawn, Zorro decides it's best 
not to pursue the now departed 
brigand and decides instead to 
rescue the senorita's lace hand- 
kerchief, dropped during the 
tussle. Knowing that Garcia is 
likely to take her to the local jail, 
Zorro starts on a quest to get the 
objects that he needs for the 
journey to the local lock up. 

The main problem is to get 
through the catacombs beneath 
the Mission. Three keys are 
needed to get through the maze 


R emember sitting on the 
back row of Saturday 
morning cinema, gawping 
at the courageous antics of that 
Spaniard Superhero Zorro. Well 
now your youth may be recalled 
with Datasoft's version of Zorro, 
an arcade adventure spanning 
14 screens. As in any good ad- 
venture the object is to rescue a 
much distressed damsel held in 
the clutches of Colonel Garcia, 
the villian of the piece. 

Whilst strolling down the 
street one day, Zorro witnesses 
the vile abduction of a fair sen- 
orita by the evil colonel. 

Zorro is game designed in a 
similar presentation to Data- 
soft's other hits Conan and 
Bruce Lee. Zorro himself is an 


and into the jailhouse and can be 
collected once some complex 
but logical puzzles have been 
completed. Conveniently, any 
object that requires collection to 
further your cause, flashes on 

Zorro's 


and off. To collect 
sword must be placed over the 
object and the fire button 
pushed. There are other items 
scattered around the screens 
that, though not used as keys 
within the maze, help you get at 
the keys. Collectable in the same 
way as the keys, when picked up 
they replace Zorro's sword. To 
use what you've picked up it's 
usually a case of dropping the 
object in the right place. One of 
the funniest problems to solve 
involves the wine bottle. Once 
you manage to collect it, Zorro 
must be guided to the cantina 
where a drunken Bandito is sit- 
ting. Upon giving him the bottle 
of wine and he promptly passes 
out, allowing Zorro to hop onto 
his belly and use it as a tram- 


S Another film spin- 
off from across the 
Atlantic. Zorro is a 
really energetic 
dude, he can bo- 
unce on all sorts of 
things, like sofas 
and even bull 
horns (painful eh} I 
Zorro also seems to have trem- 
endous strength, he can carry a 
plant half his height, single- 
handedly by the top leaf and still 
bound around with the greatest 
of ease. Apart from some minor 
hiccups Zorro seems to be a very 
average game but requires a lot 
of thinking a wondering how to 
get things going, especially the 
fire. After spending a few games 
getting used to its quirks, I soon 
realised that there was more 
behind this TV spoof than first 
met the eye, like getting things 
to weigh down lifts and other 
oddities. The game has some 
good features — like the more 
times you bounce up and down 
then the higher you get — Dyn- 
amite Dan style. Killing the 
baddies is too easy and makes 
Zorro very average for me. 


Mmm 




38 ZZAP! 64 February 1986 


US Gold/Datasoft, £9.95 cass, £14.95 disk, joystick only 


The key to success and an abducted Senorita in sight. 


Presentation 45% 

No real options to be found 
except for start game. 


Graphics 45% 


Yawny four colour backdrops 
with sprites in 
monochromovision (tm) 


Sound 34% 

The music is a real pain and will 
have many a gamester reaching 
for the volume control. 


Hookability 74% 

At first great fun clambering all 
over the landscape . . . 


Our hero checks out the bar full of drunken Banditos 


Instability 68% 

. . . but the problems are just too 
obscure to make any real 
headway. 


Value For Money 72% 

Usual US Gold price for a very 
run of the mill piece of software 


Overall 78% 

Though some enjoyment may 
be gleaned from Zorro by avid 
platformists most people will 
probably tire quite quickly of this 
cliched release. 


( 


> 


I 








ATARI 

400/800WL/XE 

48K 


CBM 

64/128 






fell! 3 h * 




- 




Cassette f 8. 95 Dish £12.95 




E 


TM 


Of^VtARt sof TVV/ARE > ENC 

OFT WARE ENCIWH ^ nFTWA RE,„ EM 


^ Jl^ 1 1 - 1 ^ I : 5T061 :855 135 _ 


Cassette £8.95 Disk £12.95 


ICl.aii'- — » 


Available fro^a'^S^^^^^ftvware- 

ruj * * ■ ■ — 


ii 


ilMSil 


aame 


ADDRE55 


| QAME(5) 
W COMPUTER 
//V. | enclose 













was Quasimodo... » 
then came his 1 

“Revenge”, now ii 
you can take a swin 


W K*M"\ AMSTRAD 
&0 COMMODORE 64 

elephone: 061 832 6633 
elex: 669977 


IPECTRUM48KCHM 

Ocean Software Limited 
6 Central Street • Manchester 


cted branches of:(j$^),WHSMITH ,^P!!S!!lOS,WOOlWiMitft. 
SDectrum Shops and all good software dealers.Trade enquiries welcome 


Ocean Software is 














are noth/nq if, 
l r Phosis of the 


Metaphysical 
a work o fartti 


PLUGGING THE 
PLUG 

From our Electrical expert 
Duraplug have released 
something which should help 
Commodore owners in the form 
of a four-in-one 13 amp plug' 
called the MultiLine plug. It 
allows four appliances to be 
connected to one socket without 
the need for plugs and adaptors. 
The MultiLine is on sale at 
around the five pound mark 
which makes it considerably 
cheaper than buying four plugs 
and an adaptor, its 
manufacturers claim. 

The unit is available in black or 
white thermoplastic, making it 
highly resistant to impact, Gary 
Liadon and most other 
household disasters, and should 
be available now, from electrical 
and hardware stores. 


CBM 

LINE 


ON THE 


Commodore's new C128, the 
'three-in-one' micro, has been 
favourably received by many 
software houses. Although 
most are using the machine for 
developing C64 compatible 
software at the moment, relief at 
the machine's high construction 
quality is evident. The machine 
has now been in the shops for a 
while but it is still too early to tell 
exactly how it fared over the 
Christmas buying period (not 
least I suspect, because I'm 
writing this in early December). 
Commodore are looking for a 
good response to this machine 
as although their new flagship 
model, the Amiga, promises to 
blow the opposition away in 
terms of capability. Commodore 
have a lot of ground to make up 
this year if they are to reverse 
the recent trend in losses and 
restore confidence from their 
American bankers. 

Although some of their losses 
last year can be accounted for in 
terms of development costs for 
the Amiga, many of their 
problems can be put down to the 
Summer marketing madness 
with the Commodore 64 when 
several chain stores were selling 
them for less than trade price to 
cut their own losses. Bad luck 
seemed to plague the company 
with the ill-fated Cl 6 and Plus 4 
models which finally died last 
year. A major deal to supply 
stocks of these machines to one 


cwBupr^jjw^ss'ONisrs ;|||| 

ZZAP! 64 maaa ’ 


creations as u/am S Saturday shonn in„TA°, the di 9itised d vn=J:?L 




of the high street chains did littie 
to give the machine any position 
in the cut-throat and cut-price 
marketplace by the end of the 
year. 

The new, fast disk drives for 
the Cl 28 are still scarce 
however, and the C128D, much 
talked about last year, seems to 


have quietly disappeared 
without comment from the 
company. Whatever 
Commodore have in mind for 
this year, let's hope they judge 
the market with a little more 
foresight than they have in 
previous years. 


NICK'S NEW NOW 
GAMES . . . 

A report compiled by our 
compilations correspondent 

Our man with the whip, Roger 
Kean has just thrown me a copy 
of Now Games 2 from Nick 
Alexander's Virgin games. 
Games available on this latest 
compilation are Air Wolf, 
Chuckle Egg 2, Tir Na Nog, 
Cauldron and World Cup II. 
Rather surprisingly, considering 
the first compilation cast £8.95, 
this one costs £8.95. Isn't the 
news column just a joy to read 
when I write it . . . 


ZZAPI64 February 1986 41 





QUICKSILVAS 
SUICIDE MISSION 

Latest title from Quicksilva, 
Death wake puts the player into 
the midst of a world wide 
conflict set in a pseudo-WWII 
era. You play the Admiral in 
Chief of the Homelands' fleet 
and have to buy time for your 
country to put together an army 
capable of retaking territory lost 
to the Alliance. 

Unfortunately, the enemy is 
more sophisticated in almost 
every respect, especially in the 
field of research and as it 
transpires, they are only a short 
time from developing the 
atomic bomb. Previous 
attempts to destroy the 
laboratory deep in a 
mountainside have failed and 
only the ship The Undaunted' 
has the firepower to make a final 
attack. Said to be a mixture of 
arcade game and strategy, the 
game costs £7.95 and again, 
should be on sale by the time 
you read this . . . 


Interesting f 

sr re 

ST p*!« 

ter d «• 

Answers ° n “ 
postcard P* 
ase, but not to 






FOUNDATIONS OF 


: 4 


Firebird are working on a new 
game project called Empire. An 
Elite type game, it's said to 
employ some stunning use of 
both two and three dimensional 
graphics. Apparently given a 
1 930's Flash Gordon treatment, 
the screen display takes 
advantage of a pulp Sci-Fi feel. 
Gauges seem to be water 
operated as you can see liquids 
bubbling away as they rise and 
fall in response to external 
stimuli. Trading is the name of 
the game in this saga set in the 
'golden age of science fiction'. 
No prices or other details are 
available yet, but Empire is set 
for release sometime around 
late January. As the saying 
goes, watch this space for 
further developments. 


MORE CBM 

Oh dear. It has transpired that 
Commodore's Cl 28, intended 
as the step up for C64 owners, is 
not entirely compatible with its 
predecessor after all. Despite 
the assurance of Commodore's 
advertising, some small 
changes have been made to the 
display chip. Malk Palmer, 
Commodore UK programmer, 
has explained in the press that 
there are two extra registers on 
the chip which some programs 
may have accidentally written 


over, though he points out that 
they should not have. 

Another problem which has 
cropped up is associated with 
some fast loaders. The exact 
nature of the problem appears 
to have avoided isolation so far, 
but Frankie Goes to Hollywood 
is the first casualty of this minor 
incompatibility. Mr Palmer 
advises anyone encountering 
such problems to get in touch 
with the software company in 
case they have issued an 
updated version. 

On a less worrying note, 
Commodore are hoping that 
they will be able to launch a 
basic version of the Amiga 
(minus the monitor) for under 
£1000. A price somewhere 
between £800 — £1 000 is being 
aimed for. Important to note, 
however, that Commodore's 
official line on this is that no 
price for the machine has been 
fixed to date. 


OLD THEME FOR A 
NEW ADVENTURE 

In a press release that defies 
understanding without careful 
scrutiny. Global software have 
announced Old Scores. It's a 
graphic adventure set around 
the arts complex of London's 
South Bank. Some features 
include over 240 locations; 
music by W A Mozart, The Dice 
Waltz, in which 36 bars of music 
can be randomly transposed 
and always produce a real 
minuet; multi-character, 
real-time adventuring (make of 
that what you will) and a 
voucher entitling the purchaser 
to a free guided backstage tour 
of the Royal Festival Hall. This 
strange piece of software is due 
out at some point in the new 
year. A price for the Commodore 
version was not available at the 
time of writing. 


MORE FROM MELBOURNE 

Though the ZZAP! 64 review team have yet to taste the delights of 
the latest offering from Melbourne House, Rock TV Wrestle, more 
news reaches us as each day passes. You are Gorgeous Greg, the 
blonde hero of the piece (is this a little narcisistic — the program 
being the brainchild of Gregg Barnett). There are nine opponents for 
you to beat to a pulp with a variety of nasty sounding manoeuvres 
(Turnbuckle Fly and Power Lift being two that spring to mind). 

Your opponents' names are no less bemusing; Lord Toff, Bad 
Barney Trouble and Molotov Mick, to name but a few of the 
adversaries' alliterated titles. But what's the game like, Paula? We'll 
keep you informed. 


"YUK//" 




42 ZZAP! 64 February 1986 







•WV^VW. 


ROBCOM TO THE 
RESCUE 

A useful report from our tea- 
making utility 
Robcom, the people Liddon 
leaves lunch for, have launched 
a couple of goodies to brighten 
you r new year. First of these is 
their Magic Monitor Interface 
which allows you to connect that 
Cl 28 you got for Christmas to 
any monitor and get the 80 
column display (not normally 
possible without an 80 column 
monitor). And the cost for 
avoiding the need to buy a new 
monitor is £19.95. 

On the software front, 

Robcom have released a Disk 
Alignment Kit for the 1541 drive. 
Every time you load a piece of 
software (well, 99% of the time) 
it's protected by read errors on 
the disk. You can hear the drives 
banging as they try to cope but 
this does knock the drive heads 
slightly out of true. Load the 
Alignment disk, follow the 
prompts on the screen, and 
everything should be tickety- 
boo. No need to open the drive. 
The price of accuracy is £9.95. As 


RETURN OF 

ARTHUR 

PENDRAGON 

Ultimate have sent us cover art 
for their new game. Dragon 
Skulle (yes, it is supposed to 
spelt that way). Another Arthur 
Pendragon game (remember, 
he's the hero from Blackwyche), 
this one employs a new 
perspective view, supposedly 
nearer to that in Knight Lore 
than Blackwyche. As you can 
see, the art looks superb but I'm 
afraid that at the time of writing, 
we have little else to go on. 
Nevertheless, avoiding major 
hitches, the game should be in 
the shops by the time this little 
masterpiece goes to print. Price 
for the punters is a mere £9.95. 


a final note, rumours are 
reaching this Mere Mortal 
Minion of another new Robcom 
cartridge called Killer Game 
which will contain some fairly 
interesting features for those 
interested in developing their 
own software. However, 
nothing else is known at this 
time — whets yer appetite tho' 
dunnit . . . 


ZZAP! 64 BINDERS 

At last — they're here! 

Yes, the 1985 ZZAP! Magazine Binder is yours for a 
paltry sum of £4.50* inclusive. 


Each binder takes twelve issues of ZZAP! held in 


tooled, gold bound, Moroccan leather version would 
nave cost about £150 each, so we've settled for the 
next best thing, a rich maroon with gold-ish tooling 
on the front cover and the spine. 


Please send me 

Name 

Address 


ZZAP! Binder(s) at £4.50 each* 


AND FINALLY ... AN OFFICE UPDATE 

EXCLUSIVE! Rignall's ego forced to by its own hair jel (but does it 
shave its armpits?); Liddon's stomach employed by Newsfield as a 
couch in reception; Penn denies his shirt was originally white — but 
promises to wash it before Easter; Mr Kean (have to be careful here) 
announces 'I have been unplugged' — a translation next month and 
Masterson lives — achievement enough for him, I suppose . . . 


Postcode 

I enclose a cheque/postal order made payable to 
Newsfield Ltd for £4.50*. 

* UK price only. Continental Europe and Overseas 
orders, please add £2 per item ordered 

ZZAP! BINDERS, POBOXIO, LUDLOW, SHROPSHIRE STB 1DB 


ZZAP! 64 February 1986 43 





SAM SHOVEL -HI..... IN SEARCH 



nljp 






IT MS A DARK 
NIGHT... TOO PARK. 

/ MADE MV WAY TO 
PIER Q TO MEET THE 
CHICK WITH THE BLONDE 
HAIR. SHE WAS TO arrive 
BY SEA -PLANE AT II IS PM 


For a bit of fun, the Wacky and 
Zany, Zany and Wacky person- 
ages down at Mastertronics 
Towers in London have decided 
to offer a lucky reader the 
chance of an expenses-paid 
CRAZY DAY OUT. 

Judging by our visits to them, 
and their visits to us, when crazy 
things happen quite normally, if 
they really try to give someone a 
Mad Day Out, things could get 
crazeee. Like loonie. Gabba 
Gabba Hey! And so on 


- \ Cf; . ‘C; .. c ■. 


SHE ARRIVES ON TIME , BUT KNOWS NOTHING 
ABOUT THE SOFTWARE - A DEAD LEAP.... 


The MAD range of games are 
a bit crazy — crazy on price. For 
£2.99 you get an awful lot of 
game. How do they do it? Why 
do they do it? Will they keep on 
doing it? What is it, anyway? Ho, 
ho. The butterflies are going 
green again. 

It's the kind of thing that 
happens when you're shut up in 
a poky attic in Ludlow, forced to 
live on Old Flatulence Bitter as 
dispensed from the Frog and 
Lilypad and write competitions 
all the time. Butterflies, that is. 
Green ones. (And a few other 
colours too, but we'd better not 
go into that here, had we?) 

So, my lovlies, "What do you 
have to do to be in with a chance 
of having a Zany Day Out with 
the lads and lasses of Master- 
tronic?" I hear you mumble. 
Simple. Reproduced on this 
page is an unfinished cartoon 
strip, starring the Secret Agent 
With No Name. 

All you have to do is complete 
the story. You could, if you felt 
you were a bit of a cartoon artist, 
draw a couple more frames. Or 
the rest of a comic book. If, on 
the other hand, your penman- 
ship is not so hot, there's no 
reason why the story couldn't be 
finished off in written form. It's 
entirely up to you how you go 
about completing the story. Just 
do it before 14th February, and 
whizz your entry to ZZAP! 
CRAZY DAY, PO BOX 10, 
LUDLOW, SHROPSHIRE, SY8 
1DB. 



WELL, ANY 
BRIGHT IDEAS 


A LITTLE BIRDIE iT 
TOLD ME YOU MIGHTS ~ 
GIVE ME A BREAK ALL 
ON THIS SOPTWAREJ^S 

case w rrr — ua 


/ah so, maybe ^ 

CHECK THE CLOTHES 
BASKETS OUT BACK/ 


s^HOW ABOUT > 
CHINA SAM AT 
THE LAUNDRY! 


-s. (i '/7)m 

a 


■ 

IMSmB -Jp fh 



44 ZZAP! 64 February 1986 
















1 


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"* COMING SOON ON 


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From the 

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Production 


Based on the story 
by 

STEVEN SPEILBERC 


• ui:E f.tiu Hi ee:ift 


Lives ? 


, 

' ■ •• . ' K 


7 1 I"? ^ 

HI | 

ii i * 

l.l A 


Exciting Multiscreen Action and Adventure! 

u.S. Cold Limited, unit 10, The Parkway industrial Centre, Heneage Street, 
Birmingham B7 4LY. Telephone 021-359 3020. Telex: 337268. 

Datasoft is a registered trademark of Datasoft Inc. 

The Goonies is a trademark of Warner Bros. Inc. 

©1985 Warner Bros. Inc. All rights reserved. 

©Warner-Tamerlane Publishing Corp. and Reilla Music Corp. 

All rights reserved, used by permission ©1985 Datasoft Inc. 















iGonami 


Imagine Software is available from: 


John Menzies 


WOOtWORTH. LASKYS, Rumbelows 


_ i,WHSMITH J/A 

Spectrum Shops and all good dealers. 

Imaaine Software f 1984) Limited • 6 Central Street. Manchester M2 5NS*Tel: 061 834 3939.Telex: 669977 



THERE 


WALKING 


HIGH STREE 
WHEN WHO 
SHOULD I 

BUMP INTO 



GARY LlDDON's a right gossip when he's out 
shopping in Ludlow's main thoroughfare, the 
High Street. He can't resist stopping for a 
chat when he just happens to bump into 
someone. Last month it was Jeff Minter, and 




now, coming out of Fine Fare loaded down by 
a shopping bag full of Twinings tea bags, 
who should he spot but T ony Crowther 
popping in for some groceries. 


Golly, if it isn't young Tony 
Crowther. Haven't seen you for 
an age. What have you been 
doing over the last couple of 
months? 

I've been writing the Atari 
version of William. I've been 
helping with the Spectrum 
version, doing the graphics and 
gameplan. Just basically 
developing the software for it 
and telling the programmers 
what to write. 

Have you been working on the 
64 at all? 


Commodore and slot them into 
the source code on a word 
processor on the Atari. But really 
I've just been working on the 
Atari, took me about a month to 
learn the machine. 

What exciting stuff have you 
been doing today then? 

Reading through source files. 
That's what I've been doing 
today. 

Looking through ZZAP! issue 
one interview, it says you don't 
like games. Is that still true? 


Not really on the 64. 1 have been 
using the 64 as a development 
machine for the Atari. I define all 
the characters I need on the 



Oh, wait a minute. I've gotto like 
some games now. Like Little 
Computer People. I'm 
depressed at the moment 


ZZAP! 64 February 1986 47 





because I wanted to write 
Marble Madness. 

Why don't you write it then? 

Because someone else has got 
rights to it. 

You could do it anyway, create a 
similar type of game like 

Gyroscope. 

No, that'd be cheating. I think 
I've sussed out most of the 
routines for it but someone else 
has got the rights. 

Do you think 64 software has 
improved over the last six 
months? 

Yeah. A hell of a lot. The 
American stuff is just getting 
better because the garbage we 
had about a year ago was just 
the old American software. The 
stuff they're sending over now is 
really clever. 

Do you think things can still 
improve on the 64? Do you think 
it's reached its limit? 

No. Nowhere near it yet. There's 
still a lot there to go for. 

Are you more settled in Wizard 
Developments now? 

Yeah. Just a little, (laughs) I geta 
chance to write some games for 
other machines like Atari and 
Spectrum. Well I didn't actually 
write the Spectrum one, though 
I took a big hand in it, but it's 
based on one of my games, first 
time ever. 

There's going to be Amstrad 
conversions soon of your earlier 
games, aren't there? 

We just saw a prototype of 

Suicide Express and Sorry, 

I'll rephrase that, Black Thunder. 
It looks really good, very fast. 
Scrolls brilliantly, both top and 
bottom screens. Saw a Gryphon 
for the Amstrad and it's been 
sent back about eight times. The 
same guy whose doing Black 
Thunder is doing William. He's 
doing a really good job of it. 

Are you going to write for any of 
the new 1 6 bit machines like the 
Amiga or ST? 

I don't know. I think I'll stick to 
the home market for the 
moment and see what happens 
later on. My next project for the 
home market is pretty hush 
hush. I can't really say anything. 
In the first issue of ZZAP! I 
mentioned a game with a 
difference — well that'll be 
released after the next one. 
Thinking of a title for that one is 
awkward. We thought of 
something like Quadruples or 
something daft like that, but we 
couldn't think of a name that'll fit 
it. 



Is that the only major advantage 
you can see with the machine? 


There's nothing else really. It's 
still a 64 with some extra bits 
and as far as I can see there's no 
real reason for me to have the 
extras apart from the nice 
keyboard. 


Another £35 for a nice keyboard 
then. 


Well I don't know. It looks nice 
on the table top. One of the best 
machines I've seen for looking 
nice. I think it's worth it for the 
design they've put into it. It's 
such a nice looking machine. 


Do you think the software 
market's reached a plateau? 


It's just the basic old thing. Good 
software sells and crap software 
doesn't. 


Any Criticisms of ZZAP! at all? 


Well, apart from the odd review. 


(Rushing him on . . . ) Is there 
anyone you admire within the 
software company? 


I wouldn't say admire. As far as I 
can see developing software is 
just a job. I don't really admire 
anyone for it. You get a lot of 
friends in the software business. 
I'm really friendly with Jeff and 
Software Projects. It's just like a 
big family really. If you need 
help you get it. 


What do want to do ultimately 
with your life? 


At the moment I'm getting a 
house. I'd like to live on my own. 
Professionally I've no idea. 
Hopefully I'll get onto bigger 
machines. I know I'm capable of 
business software but there's no 
real need for me to do that now. 


Well, must be getting on now. 
Nice bumping into you Tony. 
'Bye. 


'Bye. 


Has anything changed since 
your 'Crowther on Minter' 
statement in issue one? 

No. Except we're going skiing in 
two weeks time. It's in the north 
of France. There's me, Jeff and a 
guy called Zaphod. It was all 
arranged on Compunet. 

How did you get involved with 
Compunet? 

I talked to Commodore and they 
said they could get me one for 
£70' I said get me one and they 
did. I haven't been on the net 


recently. When I was going on 
last time I was actually working 
on the Commodore. So I'd just 
plug in the modem and log on. 
This time I've been working on 
the Atari and it means getting 
another computer out and 
setting it all up. 

Who's your design method 
when writing a game? 


along. First I laid out the 
backgrounds. William was the 
most difficult one because 
there's a lot more, the game 
changes so much. Not like Black 
Thunder where everything's 
continuous and you just add bits 
as you go. On William 
everything completely changes 
from one stage to another. 
There are about twelve zones. 


Well in the case of William the 
whole gameplan was set out in 
tasks. The tasks weren't actually 
decided at the time of writing 
but I built them up as I went 


Do you like Commodore's 128? 

Well let's put it this way. Since 
I've had my 128, I've thrown my 
64 away because I can't use the 
keyboard any more. The 128 
keyboard is so nice that once 
you go back to the 64 it's just like 
hitting bricks. 




Mr 




J m ; 


ill liili! Ill 


gif! fill 


; IIP 


: : 





48 ZZAP! 64 February 1986 








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fmWtl i > 


Music has become such an important and 
interesting aspect of Commodore 64 games 
that the people who write it are worth catch- 
ing hold of for a chat. SEAN MASTERSON 
was sent 'home' to Manchester to talk to the 
man behind so much of Ocean's great com- 
positions, MARTIN GALWAY. But he found 
the maestro had flown . . . 


I t's not every week that I get a 
good excuse for a long week- 
end (just most weeks). Last 
week I was asked to take on 
British Rail once more in an 
attempt to get back to my home 
city of Manchester and interview 
the man responsible for some of 
the most remarkable music in 
arcade games at the moment, 
Martin Galway. No problem 
with that, thought I in my usual 
innocent manner. What could be 
easier than getting a train stra- 
ight from Ludlow, interview the 
man himself and relax for the 
rest of the weekend? Oh, but 
there was plenty that could go 
wrong, if only I knew . . . 

The trip was simple enough 
and yes the train was on time (so 
much so that I almost missed it 
— I was beginning to wonder 
why BR didn't simply re-sche- 
dule their trains to arrive twenty 
five minutes late). I wandered 
through the packed city centre, 
past the monumental Central 
Library and before you could say 
Taumatawhackatangihangikua- 
uotamateaturipukakapickimau- 
nghahoronuka — pukawhena- 
whackatanatahumatakuaitanat- 
urikapamikitura, I was being 
confronted by Ocean's legend- 
ary Tropical Fish Tank. 

Now this is where things 
began to go sadly wrong. Martin 
wasn't there. He had been rush- 
ed off to London at short notice 
and would not be back until the 
evening. Hmmm, tricky. But 
thanks to a miraculous piece of 
technology (courtesy of British 
Telecom) and a timely piece of 
Newsfield-Ocean co-operation, I 
Iff ^managed to interview Mr 
Galway while he was cruising up 
the Ml via the car phone (who 
says programmers aren't jet- 
setters?) and so what 
must be one of the fastest long 
distance interviews ever carried 
out for a computer publication 
(Mad Masterson sets a new 
record). - 


50 ZZAP! 64 February 1986 




~ - " 










prominent Spuenc 
one of the program 
has souped up an 
with the result that c 


. . 


ZZAP ! 64 February 1986 51 


First I was sent deep within the 
bowels of the Ocean Empire and 
cast into the programmers' pit. 
Actually, they're a marvellously 
friendly bunch who set me up 
with the first decent cup of 
coffee I'd had that day before 
unveiling their masterplan. They 
seemed pleased too, that sub- 
titles would not be needed to 
speak to a fellow Northerner (we 
at Newsfield try to please, you 
see). Soon after being treated to 
a glimpse of how the Oceaners 
develop games in-between get- 
ting different computers to talk 
to each other, the phone buzzed 
and I was talking to the nephew 
of the famous flautist James 
Galway about how he created 
his kind of music. 

But before I go on any further, 

I had better explain some of the 
complications of interviewing 
somebody who's doing the bet- 
ter part of a — er, seventy miles 
an hour. Throughout this coun- 
try of ours, there are a number of 
different Cellnet receivers to 
cope with signal reception of 
radio phones in different areas. 
These work in a relay to get the 
call back to you. If you exit one 
area during a call, the system 
disconnects you while it finds a 
better route for the call. Is no- 
thing simple? The result in this 
case was, of course, that I was 
never on the phone for more 
than a few minutes at a time so 
our conversation was crackly 

and disjointed — but interesting 
... * • 


SID chip to its limits' but cer- 
tainly brilliantly designed musi- 
cally with atmosphere and char- 
acter that often makes the work 
of his competitors' seem barren 
by comparison. 

One thing Martin seemed to 
stress very strongly was his faith 
in that remarkable device, the 
SID chip. 'I've already found an 
interesting way to get more than 
one sound from a single voice 
simultaneously but it's a trade 
secret,' he said. But more to the 
point, 'I don't believe in using 
something like MIDI to transfer 
something (from a synth) to the 
machine which the voices might 
not be able to handle. I prefer 
working purely within the limi- 
tations of the machine itself.' 
CLICK! I was confronted by a 
dead phone line! Martin was 
obviously entering a new recep- 
tion area. 

While waiting to be re-con- 
nected, I wondered whether he 
had any reservations about tak- 
ing advantage of some of the 
Commodore's capabilities such 
as the filters. 'No, the filters are 
too unreliable. A brilliant result 
on one machine is no guarantee 
of satisfactory sound on ano- 
ther. The filters have been gre- 
atly improved on the C128, 
though. Perhaps when more 
people have upgraded to that, 
i'll take advantage of them — not 
until then though.' 

So how do the tunes get from 
his mind into the silicon maze of 
an eight bit micro? He is inspired 
The first thing to sort out was by a number of sources; the 
exactly how many games Martin electronic orchestrations of 
had been involved in. The list is Jean Michel Jarre and frantic, 
quite impressive. The Ne\ 

Ending Story , Hyperspo 
Roland Rat, DT's Decathlon a 
more recently Streeth 
sformers, 

perhaps most outsta 
work Rambd^h^h 
a variety of themes — not al- 
ways complex or indeed remar- 
kable in terms of 'stretching the 


has constructed his work on a 
small keyboard, pure data is all 
that needs to be transfered to 
the computer. In a way, this is a 
pity because the explanation 
belies the complexity of such a 
fine tuned (if you'll pardon the 
pun) process. 

There are other considera- 
tions as well. Martin develops 
the music at the same time the 
game itself is being program- 
med. He only has a relatively 
small space in which to work, in 
terms of memory. Rambo's 
eight or nine major themes had 
to fit inside 8K! How he did it is 
another of his 'trade secrets' no 
doubt. But it appears to cause no 
real problems and he seems 
content to work in whatever 
memory environment he has to. 

Some of the voices and effects 
have seen their way onto more 
than one game (though in a 
modified form). Martin does 
have a few favourites. 'There's 
one that resembles a trumpet 
sound I used in Hypersports 
(CLICK — wait — another coffee) 
which I like to re-use as long as it 
doesn't become repetitive.' So 
does he think he's taken the use 
of old SID as far as is possible? 
'No. In that piece you did on Rob 
Hubbard, you said that he had 
stretched the SID chip to its 
limits and that's ridiculous. 
There are plenty of things you 
can do with it yet.' Well, that 
sounds promising if nothing 
else. CLIuK — Thank goodness 
for that. I was running out of 
ideas for questions. Interroga- 
tion over the phone was never 
one of my strong points. 


Finally, I asked Martin if there 
were any other things he would 
enjoy working on. He wouldn't 
mind doing an entire game him- 
self but realises that his forte is 
obviously programming orig- 
inal musical themes for others' 
games. But you never can tell. 
Apart from that, he sounded 
distinctly enthusiastic about 
playing on an Amiga and putting 
that through its paces (but who 
can blame him). Whatever the 
Micro Maestro turns his digital 
fingers to next, it's sure to add 
hitherto unforseen depth and 
attraction to the game to which it 
is applied. In a field which is 
rapidly becoming the domain of 
specialists, Martin Galway is 
becoming set to leave the others 
behind. 

And so I headed out of the 
Ocean offices and off to see 
some friends. The cold winter 
night had fallen. The city grime 
and gloom alleviated only by the 
Christmas lights across town 
failed to deaden my enthusiasm 
for a city so full of remarkably 
talented people (after all, I come 
from there). I reached Piccadilly 
and caught my (late) bus. Listen- 
ing to a treasured recording of 
Duke's Travels on my Walkman, 

I sat back and thought, now that 
was a different kind of interview! 




w. 


lilt 









Retailers don't always have everything in stock you 
might want, but if it is within our power to get it for 
you, then we will. Any of the software reviewed in this 
or any issue of ZZAP! 64 can be ordered using the form 
below — in fact any available CBM 64 software that 

exists we will get for you. 

«r " 

ZZAP! 64 Mail Order is backed by the resources of 
Crash Mail Order (in association with the Spectrum 
magazine CRASH) which has been supplying more 
than 100,000 Spectrum users with mail order items for 
over 20 months, so you can be sure of the very best in 

service. f 


There's no mail order catalogue involved — just use 
the prices quoted in the pages of ZZAP! 64 or the 
known retail price. If you have any queries just ring the 
number shown on the form and our staff will advise 
you. Anyone may take advantage of the discount 
coupons on the form which allow £1 off orders worth 
more than £20 and 50p off orders worth more than 
£T0. Postage and packing is included in the price of the 

game. 

Nothing could be simpler — fill in the form today and 

order whatever you like! 





ZZAP! 64 MAIL ORDER FORM 

Telephone Ludlow (0584) 5620. 

Please send me the following titles: Block capitals please! 


Producer 


All prices are as quoted under review 
headings or known retail prices and include 
VAT. ZzAP! 64 makes no charge for post or packing 
inside the UK. Customers in Europe should add 
the equivalent of 70p per item. Outside Europe: 
write first so that we may advise on postage rates. 


Please make cheques 
or postal orders 
payable to ZZAP! 64 


Sub Total: £ 
Less Discount £ 

Total Enclosed: £ 


Name 

Subscriber No. 
if applicable 

Address. 


Postcode 


SPECIAL DISCOUNTS 


OFF ANY ORDER WORTH 
MORE THAN £20 


OFF ANY ORDER WORTH 
MORE THAN £10 


Sorry — only ONE voucher per order ! 


ZZAP! 64 MAIL ORDER, PO BOX 10, LUDLOW, SHROPSHIRE SY8 1DB 

Please do not send any mail order correspondence to the Zzap! 64 editorial address as this will only result in delays. 







KORONIS 


You're a 


hoping to strike it rkh. Nothing , 


KoronURMt 


ACTIVISION 


HOME COMPUTER SOFTWARE 


ACTIVISION PRESENTS 
2 GREAT TITUS FROM 
LUCASFILM GAMES. 


• Activision Home Computer Software 1 *' is a registered trademark of Activision. Inc. 
lucasfilm Games, Ballblazer, Koroms Rift. The Eidolon, and all elements of the game fantasies: 

TM & © 1985 Lucasfilm Ltd (LFL). All Rights Reserved Activision. Inc . Authorised User. 

Ballblazer' M available on Sinclair ZX Spectrum, Commodore 64/128 cassette and disk. Atari cassette and disk 

Koroms Rift™ available on Commodore 64/128 cassette and disk, Atari disk. 

From selected branches of Boots, WH Smith, John Menzies, Lasky's, Spectrum, 

Greens, Woolworth, Littlewoods and good computer software stores everywhere. 


Mail order: Activision (UK) Ltd., 15 Harley House, Marylebone Road, London NW1 5HE Tel: 01-935 1428 


[[fOlll 1—11 liT ill 

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Danger! Guardian Saucers 

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£ . c.*:-.-* .9af>. , - r **;". l iai iwl 

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flower until you have 
established what is in the 
immediate vicinity, as it can 
prove a useful indication. 

When found, Ent will give 
you a weapon in exchange 
for three bags of gold. For 
the first three bags you 
receive a sword, for the next 
three a bow and for every 
three bags thereafter you are 
given an arrow. However, 
when you have received 
three arrows that's it — Ent 
won't give you anything 
else. 

THE HERMIT. Stay in front of 
the Hermit's hut until he 


guards, you will be thrown 
into his dungeons. He isn't 
interested in anything you 
are carrying, so there is no 
way of escaping. 

THE CASTLE WALL. Keep 
going up, left, up, right, frorr 
the Hermit's hut until you 
come to the wall. Run to the 
far right of the wall where 
you will see a small stone 
with an arrow pointing right. 
Unfortunatelyyoucan'tgoin 
this direction, as there is a 
hedge blocking the way. And 
to think the castle entrance is 
only on the other side . 


RACING 

DESTRUCTION SET 
(Ariolasoft) 

Some, er, tips and a 
desperate plea from Julian 
Bryant of Reading, Berks. 
Ariolasoft please take note . . 

1. Buy game. 

2. Rush home and switch on 

computer, television/ 

monitor. 

3. Put cassette in cassette 
deck. 

4. Press SHIFT and RUN/ 
STOP. 

5. Press play on tape. 


29. Wait. Wait. Wait. 

30. Play game. Great, but 
was it worth it? 

And that's without changing 
gravity, players etc! 

Come on Ariolasoft, it's a 
great game, but it takes so 
long to load I will hardly ever 
play it — the whole process 
takes well over 20 minutes. 


Point made Julian, but is it 
taken? 


RAM BO (Ocean) \ 

Martin Jenkins of Smarden, 
Kent bought a copy of 
Ram bo on Saturday the 23rd 
of November and loaded it 
up to find a brilliant game'. 
Hmm, can't say I agree with 
you there Martin, but then 
you're entitled to your 
opinion. Still, he did supply 
some useful hints . 

Go straight up from the start, 
knives or standard arrows at 
the ready, until you reach the 
secret temple. Here you will 
find a machine gun — take it, 
but do not use it. Right, now 
to rescue Banks . . . Martin 
suggests running up the 
right hand side of the 
compound and blasting a 
hole through the fence to 
gain entry, or alternatively, 
running up the left hand side 
of the compound and 
coming in from the top. 
Unfortunately both methods 
are rather dangerous — I find 
it best to run up the right 
hand side, as opposed to the 
left, and enterthe compound 
from the top. It doesn't really 
matter which way you go, so 
long as you make it 
reasonably intact. If, and 
when, you reach Banks, cut 


6. Wait. 

7. When music plays, press 
fire. 

8. Wait. 

9. Wait. 

10. When menu appears, 
select 'change/modify red 
vehicle' option. 

1 1 . Put second cassette in 
deck and press play. 

12. Wait. 

13. Wait. 

14. Fall asleep. Wake up 5 
minutes later. 

15. Wait. 

1 6. Change vehicle and press 
fire. 

17. Wait. 

18. Select 'change/modify 
yellow vehicle' option. 

19. Wait. 

20. Wait. 

21. Wait. 

22. Change vehicle and press 
fire. 

23. Wait. 

24. Select 'select track' 
option. 

25. Wait. Wait. Wait. Wait. 

26. Select 'start race' option. 

27. Wait. Wait. 

28. Watch computer check 
track (very boring) 


appears on screen and your 
energy will be restored. 

THE FAT BISHOP. If you 


ROBIN OF THE 
WOOD (Odin) 

Thanks go to Ch ris Whyatt of 
Wrotham, Kent whose tips 
were used to produce the 
following . 

ENT. There are a number of 
different places to find Ent. If 
you see a flower next to an 
opening leading straight 
down, then chances are Ent 
will be in the adjacent 
location. It could also be the 
Hermit's hut. Don't take the 


should meet this porky 
person on your travels, kill 
his body guards and he will 
run away, leaving two bags 
of gold for the taking. 

THE WOMAN IN THE 
WOODS. This delectable 
female transports you to 
another location if you run 
into her. Where? It depends 
on the quantity and type of 
flowers you are carrying. 
THE KING. Beware — if you 
meet the King and his 


Yes, it's that time of the month again ... I trust you all had a 
good Christmas? Lots of great new games? Good. Well, 
here's a nice little New Years prezzy from me to you — some 
new tips to go with your software. There's the second part of 
the very jolly UndenA/ur/de map (in fact just to be pedantic, 
it's the last part) along with a handy Dynamite Dan map. OK 
— they're all yours . . . 

SOME TIPS . . . 


HOP IF Y 


SELECTED PIECE 
it I HTEPSECTIOH 


pm 






ZZAP! 64 February 1986 55 










him free with the knife. Now 
switch to explosive arrows 
and blast your way North to 
the awaiting helicopter and 
freedom . . . 

Well, not quite — you still 
have to go back to the 
compound and rescue the 
other prisoners before you 
can escape. Fly the 
helicopter straight down 
until you see a landing pad — 
be quick, as your fuel is low. 
As soon as you land, get out 
your knife and make your 
way over to the prison block 
in the bottom left hand side 
of the compound. Stand in 
front of the hut and wait for 
the prisoners to pile out, 
before running back to the 
helicopter, killing everything 
in your path (such a nice 
game). 



Finally, fly North towards 
the base with your rockets 
activated. If a gunship 
appears, slow down and 
allow it to pass in front of you 
so it can be shot a few times. 
Shoot the gunship enough 
times and it will turn tail and 
zip off screen, leaving you to 
fly on peacefully . . . Until 
another appears. If so, give it 
the same treatment as the 


previous gunship. 

When you reach the base, 
the game ends and you are 
sent on another mission — 
and that's about all there is to 
it. I'm afraid — wow . 


BLACKWYCHE 

(Ultimate) 

Apologies for not printing 
the complete solution last 
month, something cropped 
up and — well, you know 
how it is, I kinda . . . forgot. 
But I remembered this 
month! So here we go . . . 

Ah, one small problem — 
I've lost the bits of paper 
with the solution on. Fudge. 
Never mind, maybe next 
month, eh? 


A FEW POKES . . . 

ROCKET ROGER (Alligata) 

Simply load the game, reset 
the computer and enter the 
following . . . 

FOR A=7680 TO 7720: POKE 
A, 255:NEXT (RETURN) 

SYS 5600 (RETURN) to start 
the game. 

This gets rid of all nasties 
except for the Zone Chaser. 
Thank you Jonathan 
Ainsworth of Blacko, Lancs. 

STAFF OF KARIMATH 
[Ultimate) 

In response to the plea for 
POKEs for Ultimate's crusty 
'classic', Reza Tootoochian 
of Finchley Central, London 
sent in this routine. Firstly, 
type in this listing . . . 


DYNAMITE DAN MAP 




56 ZZAP! 64 February 1986 

















<r~i 




10 T=0:FOR A=20000 TO 
20037 : READ B: POKE 
A,B:T=T+B:NEXT 
20 FOR A=2742 TO 
2759:READ BrPOKE A,B:T 
=T+B:NEXT:IFT<>6363 


THEN PRINT "ERROR":END 
30 DATA 169, 43, 141, 40, 3, 
169, 78,141,41,3, 96,169, 
192,141,62, 3,169,255,141, 
64, 3, 76 

40 DATA 237, 246, 120, 162, 


15,189, 26,192,157, 26, 3, 
202, ,208, 247, 88, 96 
50 DATA 169, 141, 141, 245, 
8,169, 6,141,246, 8,169, 22, 
141,247, 8, 76, 5,8 


If you are sure you've 
entered everything correctly 
type RUN (RETURN). If you 
did something wrong 
however, an ERROR 
message will appear, so 
check over what you've 
done and make any 
necessary alterations. Right, 
if everything's OK, type SYS 
20000 (RETURN). Now press 
SHIFT and RUN/STOP and 
then, making sure the tape is 
rewound to the beginning, 
'press play on tape' to load 
the first part of the game. 
When the opportunity 
arises, enter these POKEs: 
POKE 1005,182 (RETURN) 
POKE 1006,10 (RETURN) 
and type SYS 20024 


(RETURN) to load the rest of 
the game. 

Infinite energy will be at 
your disposal once the 
program has finished 
loading and run. 

BLACKWYCHE (Ultimate) 

Another infinite energy 
routine sent in by Reza. Type 
in this listing: 

10 SYS 63278: POKE 
830,100:POKE 831,174: 

POKE 832,102:SYS 62828 
20 FOR A=679 TO 767: POKE 
A,PEEK (25088+A):NEXT 
30 FOR A=828 TO 1200: 
POKE A, PEEK (25088+ A): 
NEXT 

40 POKE 990,141 :POKE 
99 1 ,74: POKE 992, 1 8 : SYS 
1024 

Check you have entered the 
above correctly and if so 
e RUN (RETURN) to load 


typ 

the 


game. 





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3 P3E3 PJJR P -JU1-J.J.1-UH 


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ZZAP! 64 February 1986 57 



























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THANK YOU! However, I must point out that I don t have 
time to reply personally to any letters, so please, no more 

Right, that's it for another month. Remember, send all 
our tips, cheats, hints and otherwise into : PLAYING TIPS, 




U • J - J* 


SY8 1DB. 

PLEASE NOTE — it's terribly important you put ZZAP! 
MAGAZINE in the address, otherwise the poor post sorting 
people get into a twist! 


60 ZZAP! 64 February 1986 


P6N N"' 


for infinite men 
POKE 38454,96 (RETURN) 
stops money decreasing 
There is one small problem 
— Reza neglected to 
mention how to restart the 
game . . . 

ELIDON (Orpheus) 

A useful POKE from M atthew 
Williams of Wanstead, 
London. Reset the machine 
and type: 

POKE 281 1,173 (RETURN) 
SYS 2304 (RETURN) to start 
the game with infinite lives. 

Ah, while we're on the 
subject of POKEs, there is, 
um, that is, was, a small 
error last month. You know 
those Rockford's Riot POKEs 


able to try out the following 
tip, supplied by Steve Carr 
and John Simmonds of 
Eastbourne, East Sussex, to 
see if it really does work. 
Never mind. I'll take their 
word for it . . . When your SC 
has nearly run out, go to the 
bottom until it runs out 
completely. Then move the 
hover board up the ramp and 
you will reappear. Not much, 
I know, but every little bit 
counts. 


printed last month? Well 
you've probably noticed 
there were some values 
missing. You did? Oh, sorry 
about that — must have 
been something in the 
coffee . . . 

Anyway, these are the 
different values for you to 
POKE: 

0 — space 

1 — soil 

2 — 'brick' wall 

3 — steel wall 
10 — fireflies 
1 8 — rock 

20 — diamonds 
28 — explosion 
33 — diamond explosion 
37 — Rockford! 

51 — butterfly 
59 — amoeba 


AND A MINI TIP OR 
TWO... 

RUPERT AND THE 
TOYMAKERS PARTY 
(Quicksiiva) 

A lot of people have written 
in with this tip, but I can 
never get it to work. Still, I 
might as well tell you that if 
you press the up arrow key, 
you advance to the next 
screen. Simple, but 
ineffective. 

PSI WARRIOR (Beyond) 

haven't been 


Unfortunately I 


NODES OF YESOD (Odin) 

Try resetting the computer 
after the game has loaded 
for an amusing message . . . 

CRAZY COMETS (Martech) 

Stuart Lloyd of Aughton, 
Lancashire sent in a cheat for 
Crazy Comets and so did Tim 
Peggs of Scarborough, 

North Yorkshire. Both say 
roughly the same thing: 
select 2 player mode before 
starting the game. Player 
one must get an extra life 
without losing one, and then 
lose those remaining to 
leave player two with one 
life. Hmm, I think I worded 
that somewhat awkwardly, 
but never mind. Anyway, 
Stuart reckons the game will 
never end if you follow the 
abotre procedure, whereas 
Timbo thinks that every time 
a planet is shot, player 2 
gains an extra life. I think 
otherwise, as I couldn't 
either method to work. Still, 

I may well have been doing 
something wrona . . . 

Steve Packer of 
Chelmsford, Essex also has a 
tip for Crazy Comets , but it 
actually works — or rather, it 
worked for me, so that's 
good enough. When a planet 
appears with another in 
orbit, shoot it until it glows, 
but still moves at the same 
speed. The small, orbiting 
satellite will now start to 
chase you — do not despair 
my friend, for it cannot harm 
you. Shoot it for as Iona as 
possible, avoiding the large 
planet, and watcn thepoints 
mount up. After a while the 
satellite slows down, 
making it easier to shoot. 


STEALTH (Arf ola soft) 

Load the game and reset the 
computer before entering 
any of these POKEs, also 
sent in by Reza. 

POKE 30298,number of lives 
(RETURN) 

POKE 30590,173 (RETURN) 

for infinite lives 

POKE 28512, 132 (RETURN) 

for infinite energy 

OR: POKE 28341,169 
(RETURN) 

POKE 28342,0 (RETURN) 
POKE 28343,234 (RETURN) 
To ignore any collisions. 
Enter SYS 53055 (RETURN) 

to start the game. 

GHOSTBUSTERS 

(Activision) 

Load up the game, reset the 
computer and enter some of 
these POKEs which Reza 
sent in . . . 

POKE 34777,169 (RETURN) 

for infinite traps 
POKE 34446,234: POKE 
34447,234 (RETURN) for 
infinite energy 
POKE 34351,153 (RETURN) 
this stops any backpack 
energy loss after crossing 
the streams 

POKE 29164,169 (RETURN) 
POKE 26165, 3 (RETURN) 
POKE 32425,169 (RETURN) 






I .<s» 








From time to time a software title is released, so innovative that it breaks new ground in 
graphical and technical achievement — Fight Night, the first animated simulation on the 
C64 is more than a game, more than a simulation — it is a revelation! 

“It has class, it has style — forget the rest, Fight Night is quite simply the absolute best. 
— Tony Takoushi Computer & Video Games/Computer Trade Weekly. 

“It’s like watching and playing a cartoon computer version of Rocky. Fight Night has 
pushed the graphical capabilities of the C64 to its utmost limits ” — Zzap 64 November. 


s 


9 


Sydney 

Development i^Corp 



Available for 
Commodore 64 

Cassette £ 9.95 
Disk £ 14.95 






mi Power to the 
People's artists on 
mhm Compunet I 


Sitting innocently at record number 
1700 on the Compunet system is a 
section much used and loved by a 
majority of CNET subscribers. Run by 
Tony Crowther (ARC86), The Art 
Gallery is an area specially set aside for 
budding artists of all levels of talent to 
display their creations. Usually peo- 
ple's offerings appear in two different 
forms, either text or program. Text is a 
screen created using the graphics char- 
acters on the front of the 64's keyboard. 
Though this medium may seem limit- 
ing, results gleaned from hours of 
midnight pounding using the modem 
editor can prove quite astounding — 
unlike the content of the World's Worst 
Art section, most of which is so bad, it's 
brilliant! 

More of that next month. 


Program format allows masters of 
the pixelled medium to UPLD pieces 
created on various art packages. Usual- 
ly in multi-coloured bit map mode, 
quite a lot of the entries in this directory 
are easily of professional quality. 

For frames par excellence there is the 
Hall of Fame containing, in order of 
author, the most impressive and aes- 
thetic UPLDs to appear on the net. One 
of the most noted of electronic artists is 
Bob Stevenson (RS4), an 18 year old 
from Fife whose work has received 
much acclaim. Probably most noted of 
his works is Max Headroom, drawn in 
Hi Res and actually animated convinc- 
ingly. Now in development is Head- 
room II, a five frame animation of Max. 

Organiser of Art Gallery, Tony 
Crowther, also puts up the odd Dicture 


or two. Mostly album covers, Tony 
seems to enjoy recreating Meatloaf 
album covers. 2000AD also has quite a 
following as well, with pictures of 
Dredd, Strontium Dog and various 
other characters populating the 
gallery. 

Having artwork in the Art Gallery is 
quite a good idea. Stuart Jackson 
(SJ3) was asked by Virgin to supply a 
loading screen for their new Dan Dare 
game. There are several sub-sections 
for your creations. Album Covers and 
Comic Strips are both sections that 
receive a notable amount of UPLDs, all 
of a very high quality indeed. 

As time goes on, we'll be featuring 
the best entrants to our very own art 
competition in the Zap Club. From now 
on the best upload each month will be 
awarded twenty pounds worth of soft- 
ware and a display of their work in 
ZZAP! Instead of me rattling on it's best 
to let the pictures speak for themselves. 
However, as they can't actually talk, 
you know, in the usual sense, at great 
expense, we've managed to drag 
noted art critic Brigitte Van Reuben 
away from her favourite historical 
research project — The Hidden Zen 
Philosophies of mid-sixties Op Art — 
and invited her to appraise the various 
works for ZZAP! 64. Take it away Miss 
Van Reuben — 


KILLER DRIVE 

The employment of colour 
in this work is of paramount 
importance. A first glance 
reveals very little colour in 
fact, and herein lies the ful- 
crum of the artist's angst of 
life. It might be regarded as 
cliche to attack a 1541 disk 
drive (we can see the obv- 
ious here — the chewed 
disk, the ferocious teeth on 
the mouth of the drive and 
the devil's horns on top), but 
behind the surface imagery 
there are more subtle indica- 
tions of the artist's true in- 
tentions. The harmony of 
blue-greys and shaded tones 
imply a restfulness that is 
wholly at odds with the 
jagged structures — a schiz- 
ophrenic split that suggests 
so accurately the way life 
can rear up and attack when 
it is least expected. 

It is this sense of the abyss 
beneath the everyday that 
gives Bob Stevenson's Killer 
Drive its powerful impact. 
We look at the 1541 and we 
are simply terrified. 



62 ZZAP! 64 February 1986 







MAX HEADROOM 

Is it art that follows on from 
life, or life that copies art? In 
the face of personalities like 
Max Headroom the question 
seems pointless, for where 
does the thin line between 
art and reality lie? Do we 
ever question the existence 
of a figure on television? 
Does it matter whether that 
figure be a photographic 
representation of a real per- 
son or a real reproduction of 
a fantasy character? For the 
onlooker. Max exists. It sure- 
ly could not be long before a 
computer artist would turn 
his electronic eye on a char- 
acter conceived in a com- 
puter. Bob Stevenson's 
work, however, has avoided 
mere representation, neatly 
capturing that sense of 
menace that the animated 
Headroom avoids by sheer 
movement. We may feel the 
sinister quality of Max, but in 
this work it shouts from the 
canvas like a still of a smiling 
politician caught off guard 
between soliloquies and re- 
vealing the greed beneath. 
Orwell had always thought 
of Big Brother as an adver- 
tising campaign, Stevenson 
shows us in all too frigh- 
tening detail that an adver- 
tising campaign can be Big 
Brother and that the enemy 
of the people in future may 
well be fed on chips. 



intKSi 












1 



THE GRONK 


The flat toned colour and 
pop outlines of Patrick Caul- 
field immediately come to 
mind on first seeing Stuart 
Jackson's Gronk, another 
folk hero from the comic 
2000AD. Caulfield was a 
man before his time, with his 
cerebral images of everyday 
life viewed in purposefully 
flattened out areas of colour, 
bound by even black lines — 
he could almost have been 
inventing computer graphics 
art before it arrived. To 
present this work in a str- 
onger vein than it would 
otherwise appear, the artist 
has carefully chosen the 
expression on the Cronk's 
face to cajole us into be- 
lieving him fierce. It's this 
feeling of danger' wrapped 
up in what might be called 
'cuddly' clothes, that gives 
the work its tremendous 
power, reminding us yet 
again that nothing is ever as 
it seems and under every 
habbit there may be big teeth 
ready to maul. 


ZZAP! 64 February 1986 63 













■ 


iiffuinwi W. "w 1 


- . 


HEROIN, WASTED 
YOUTH 

Like Killer Drive, this work 
uses the muted tones of a 
crepuscular world , but un- 
like the former picture, the 
angst at life is on the surface, 
in the harrowing form of the 
slumped figure. Colour, the 
red of blood, is used as a 
slash across the even-toned 
surface of the image, reflec- 
ted again in the title. But 
there is a vital dichotomy 
contained within, for the 
expression on the face of the 
'victim' is not one of apathy 
or despair at his situation, 
but one of anger, a barely' 
suppressed violence felt for 
the world that has made him 
what he has become. And 
the very title itself alerts us to 
the artist's inner meaning, for 
we may all be the 'hero in' 
Wasted Youth. 


RAMBO 

Stevenson's portraits are less 
an attempt to capture the 
'feel' of a person, he's at 
home with the fictional as he 
is with the real — and in any 
case, the personna of Jimi 
Hendrix was the fiction of 
the pop culture hype. With 
Rambo, the pixilated paint 
structure is put to important 
use to show the essential 
disintegration of the Holly- 
wood folk hero in its eternal 
confrontation with the real 
world. Rambo may be a 
realistic character in as 
much as he is portrayed by a 
real person, but there is no 
accident in the framing of 
this phallic figure, with its 
potent weapon breaking 
energetically out of the 
border — it recalls instantly 
the comic strip box. We are 
thus made aware that intrin- 
sically Rambo is an unreal 
hero, unable to exist outside 
of the framework that the 
artist has imposed — his 
cerebral exo-skeleton that 
we might otherwise mistake 
for the true American 
Dream. 


64 ZZAP! 64 February 1986 




JIMI HENDRIX 






l 



When he turns to portraiture , 
Bob Stevenson's central 
concern with the nature 
beneath the surface is not 
lost. Hendrix is seen in 
uncompromising close up, a 
'warts and all' representation 
in the style of the Durer 
school. The subject looks not 
at us, but stares outward — a 
dreamer's vision in a purple 
haze, eyes and mind fixed 
along the watchtower on a 
future none of us are privi- 
leged to see. The eyes are all, 
with the V of the mouth and 
the powerful verticals of the 
nose leading inexorably to 
the eyes which, while they 
hold hope, also see despair 
and as nothing else could 
do, tell us the future is bleak 
indeed. The restricted pal 
ette of colours allows the red 
of the lips to sing from the 
canvas, and the busy brush- 
work in the facial detail is set 
off against a broad, flat ex- 
panse of electric blue, add- 
ing a vibrancy to the portrait 
that reflects the tortured life 
of the subject. 



JUDGE DREDD 

The comic strip image has 
long held sway in art terms. 
Sometimes such presenta- 
tion can seem cheap, like 
mere copying, but the artist's 
function is to strip away the 
trite and reveal the inner 
structure of our obsessions. 

In the tradition of Lichten- 
stein's Wham!, Judge Dredd 
is less concerned with the 
sub-cult hero's image as 
purveyed by comic strip art- 
ists, but rather plays with . 
comic strip conventions — N : 
the crude but vigorous black 
'ink' lines, the strong, flat 
primary colours, and 
reminds us that abstract con- 
ceptualisation of physiog- 
nomy can convince us of 
reality; no one actually looks 
like this, yet we are made 
aware of what the face 
stands for — the uncom- 
promising justice of the 
frontier brought to our urban 
streets. This masterly picture 
in a single image makes a 
precis of the cult, summing 
up its philosophy endur- 
ingly. 



ZZAP! 64 February 1986 65 



"flan bit PReromons.. 














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MODEM 



• THREE MONTHS' 
BASIC 

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THREE MONTHS' 
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TO YOU MONTHLY 




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WHAT THE COMMODORE MODEM OFFERS " 

The Commodore Modem is a gateway to the exciting world of 1200/75 Baud Communications. Explore 
famous databases like Prestel and Micronet, using software available free on Compunet. Communicate 
with others nationwide at local call rates using u£er~to-user software — free on Compunet. Log on to 

scores of private Bulletin Boards. 

WHAT YOU'LL GET OUT OF COMPUNET 

Your very own private electronic mail facility - FREEH ! Scores of free programs — - Hi Res graphics/ 

music, games demos, utilities. All available for you down your telephone line. 

Tips and hints, chat and gossip, scores of mini bulletin boards. Over 50 free educational programs to 

help with exams. 

All this and much more for you to browse through as you choose for up to six hours in each three month 

period. 

GET ZAPPED IN THE ZAP CLUB! 

Your own special Compunet area: News, Views and Reviews, cheats and pokes, adventure help, 
clubhouse, special offers . . . everything you want to keep up to date with the games scene. 

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* Screens from Commodore 64 
version of game 


COMPUTER SOf TWARE 


The Gates of Apshai 
loom before you. 

Many adventurers 
have stood here and 
pondered their fate. 
Will you plunder the 
grand treasures of the 
Apshai priests? And 
live to learn the secret 
of the Sphinx? Did 
the wily Innkeeper 
wheedle his profit front 
your meagre purse? 
Or do you go forth 
equipped with the 
finest swords and 
armour leaving him 
muttering oaths and 
swearing you stole the 
food from the mouths 
of his babies? 

Once inside the 
Temple you know why 
the Legends of Apshai 


speak of Magic. You 
will need more than a 
character of strength 
and intelligence and 
the keen nose of intui- 
tion to overcome the 
evil and power of the 
Curse of Ra. The 
monsters roam about 
— Zombies, Ghouls 
and the terrifying 
minions of Apshai the 
Insect God. Giant 
mosquitos, wasps, 
ants and beetles 
suddenly attack, biting 
and clawing. This my 
friend is adventure — 
classic adventure from 
the Dunjon Masters at 
Epyx. Welcome to the 
Temple of Apshai 
Trilogy... you're just in 
time for lunch! 


► I he ( omplete Temple of Apshai Trilogy: Temple of Apshai 
The Upper Reaches of Apshai and The C urse of Ha. 

► 12 Levels, 568 Rooms With 37 Terrifying Monsters! 

N ► New Graphics, enhanced Sounds, faster Play! ► One Player. 

► Classic Cast of C haracters - The Inn keeper. The Dwarf, The Magic User and 

The Cleric and more! 









Vbu>THINKHfi>8fe 






A complete monthly guide by the infamous White Wizard 

for all 64 owners who prefer games involving typed commands 
rather than wiggled joysticks. 


No! It's too much! I just can't cope with Christmas , 
Info com, and Level 9 blockbusters all at once! Sleepless 
nights, deterioration of health, and sudden death await 
any adventurer who gets to grips with the games featured 
on these pages . What little strength the White Wizard had 
left has been spent putting together these pages of dire 
warning . . . Wishbringer, Worm in Paradise, 
Lord of the Rings preview, and a Wild West shoot-out 
- avoid them like the plague! You have been warned! 


WISHBRINGER 


Infocom, £36. 16, disk only 

his is the latest 
offering from the 
Infocom label 
and, like all their 
other games, is 
disk-only. 

Where it differs 
from previous 
Infocom relea 
ses, however, is in the level of 
play. Wishbringer is aimed fairly 
and squarely at the inexperienced 
adventurer. 

That's not to say, however, that 
veteran Wizards won't get a few 
thrills out of it. OT Whitey has 
been at it for a few nights now, 
and I'm afraid the bad news is that 
here is another expensive Infocom 
game that I've just GOT to have in 


my collection! 

Wishbringer puts you in the role 
of a young postman in the sleepy 
seaside town of Festeron. Deliver- 
ing a letter to the proprietress of 
the local Magicke Shoppe, you 
find yourself drawn into another 
dimension of magic and evil as 
you endeavour to rescue her cat 
from the Evil One. To aid you in 
your quest, you have the Stone of 
Dreams which enables you to cast 
seven spells in your defence. 

The spells are for rain, advice, 
flight, darkness, foresight, luck, 
and freedom from imprisonment. 
Most can only be used once, and 
all require that certain other con- 
ditions be met before they will 
work. For example, you can only 


cast the foresight spell if you're 
wearing glasses. 

Interesting features of the pro- 
gram include a number of aids to 
the novice adventurer. For exam- 
ple, the program begins by flash- 
ing up What now? before each 
input prompt. After a while, the 
What now? prompt is omitted, 
and the program flashes up a little 
message to say that you won't be 
seeing it from then on, since it's 
assumed that you know when to 
enter commands. 

Similarly, certain location des- 
criptions are worded in such a way 
as to prompt the player to make 
the correct decisions. Locations 
that it is wise to enter are described 
as having doors that are 'inviting- 
ly' open, and so on. You might 
think that this would give the 
game away, but you needn't 
worry — the puzzles are still just as 
logical and, in one or two cases, 
just as tricky as other Infocom 
adventures. 

The trouble with Wishbringer 
(and with all recent Infocom 
games) is that there isn't much I 
can say about it! I can't tell you 
about the vocabulary problems, 
because there aren't any. I can't 
tell you what sort of inputs it will 
accept, because I'd run out of 
space. I can't tell you the plot 
because it would spoil the fun, and 


besides, the text is so richly 
written that to try and condense it 
into a review would be 
meaningless. 

As an example of interaction 
within the game, try this. You 
encounter a very unpleasant little 
poodle on your travels, and gett- 
ing past it can be quite a problem. 
After the White Wizard had had 
his ego thoroughly damaged by 
the little monster, he typed 'Kick 
the poodle' in desperation. 'Are 
you kidding!?' replied the pro- 
gram, 'This poodle is MEAN!' And 
that's just one example of a whole 
host of responses that really lift 
this (and other Infocom games) 
into the league of all-time classics. 

Wishbringer is yet another exa- 
mple of brilliant design and pro- 
gramming. It makes one wonder 
whether British companies, used 
to cassette-based games for so 
long, will ever catch up when we 
all move over to using disks. It's 
pricey, but even so it's still recom- 
mended to all in search of mystery 
and imagination. 


Atmosphere 95% 
Interaction 95% 
Lasting Interest 88% 
Value For Money 77% 
Overall 85% 


68 ZZAP! 64 February 1986 


i 










MASQUERADE 


US Gold , £14.95 disk only 

his is another of 
those disk-based 
American adve- 
ntures that looks 
great but falls 
down badly 
when it comes to 
programming. 
You start off in a 
hotel room, gazing down on a 
dead body which belonged to a 
hired assassin by the name of Ivan 
Tupickemoff. Beneath his body 
you will, in your role as a sharp- 
eyed detective, also notice the 


infamous Commodore split screen 
glitch, which flickers annoyingly 
as you try to read the skimpy text 
below. 

The format of this game is very 
similar to Mindshadow , but 
whereas Mindshadow had some 
powerful and unusual commands. 
Masquerade relies on two -word 
inputs and a small vocabulary. 
What's more, it doesn't give you 
much help if you run into linguis- 
tic problems — enter 'Zxxrtw', for 
example, and it says happily 'I 
can't do that right now!' I'm not 


surprised. 

As you explore your hotel, you 
discover a time-bomb in a phone 
booth, set to go off at 6.15pm. 
Since your watch says 5.20 or 
thereabouts, that gives you just 
about enough time to rush out 
into the street, get stabbed a few 
times, visit the zoo, and indulge in 
various verb-noun encounters 
with attendants and sinister 
figures. There's no doubt that the 
graphics are veiy good, but if 
you've got a disk-drive you've 
probably played a game like the 
disk Hobbit, or perhaps even an 
Infocom game, and you'll be ex- 
pecting more for your money than 


the simple set-up you get here. 

Perhaps I shouldn't be too hard 
on Masquerade — it does LOOK 
good, after all. And there is a 
certain atmosphere about it, 
mainly induced by the thought of 
being blown up at 6.15, but a 
masterpiece of programming it 
ain't. 


Atmosphere 60% 
Interaction 45% 
Lasting Interest 58% 
Value for Money 51% 
Overall 59% 


FELLOWSHIP OF 
THE RINGS 

An early look at Melbourne House's new blockbuster 

* . MA 


elboume House 
are now on the 
verge of releas- 
ing their long- 
(| awaited mega- 
game. Lord of the 
Rings. The game 
is in the form of a 
trilogy, and the 
first part ( Fellowship of the Ring) has 
already appeared on a certain 
home computer that I shall not 
mention here. 

Just to keep you on your toes. 


here are some hints as to what to 
expect when we review it in full 
next month. The White Wizard 
has been swallowing his pride and 
playing the Spectrum version, and 
although we all know that the 
Commodore version will be far 
superior, I can reveal some inter- 
esting facets of the game . . . 

First, you can choose to play the 
role of one of four hobbits, Frodo, 
Sam, Pippin, and Merry. Frodo 
carries the Ring, and for the ben- 
efit of those who don't know the 
story, the ultimate objective is to 
destroy this evil token by hurling 
it into the depths of Orodruin the 
Fire Mountain, deep in the dark 


land of Mordor. 

At the beginning of the game 
you get the chance to choose 
which of the hobbits you wish to 
control. You can choose more 
than one and from then on you 
can play the game using that 
character by typing 'BECOME 
PIPPIN' or whatever. The charac- 
ters you are not controlling dir- 
ectly are controlled by the com- 
puter — and believe me, it keeps 
them busy! Unfortunately (on the 
Spectrum, at any rate) this means 
that the old CPU has really got its 
time cut out, and as a result the 
pace of the game is very slow — 
almost unacceptably so at times. 
Let's hope the 64 version is much 
improved in this respect at least. 

The format of the display is 
unusual and very effective. The 
display is arranged rather like an 
open book, with a page laid flat 


across most of the screen, on 
which graphics come and go and 
across which the text scrolls as you 
move around and enter comm- 
ands. The faces of the four hobbits 
appear down the edge of the page 
if they are present in the same 
location as yourself — otherwise 
they appear down the extreme 
edge of the screen, as if they were 
printed on earlier pages that have 
already been overlaid. Unfortun- 
ately time delays occur here as 
well — every time a hobbit enters 
your location its image must be 
erased and redrawn — all rather 
tedious. 

The best thing about the game, 
however, is the expanded version 
of English — the name Melbourne 
House give to their input system. It 
is certainly streets ahead of the 
Hobbit, and considerably more 
reliable and easier to use than 
Sherlock. I reckon that it's getting 
very close to Infocom standard 
and is certainly most impressive 
for a cassette-based game. 

The White Wizard will give you 
a full-blown account of this major 
release in next month's issue. 
Until then, remember to brush the 
hair between your toes! 


ZZAP! 64 February 1986 69 












DESIGNER RUNNING 

WEAR 

From ZZAP! 64, CRASH and 
GREMLIN GRAPHICS 

Normally £19.95, ZZAP! readers can buy this 
marvellous tracksuit for 

ONLY £16.95 

(Incl VAT, P&P*) 

The Monty on the Run tracksuit is made from high 
quality materials normally found in tracksuits far 
more expensive and comes in pale grey with the 
Gremlin logo on the back and the ZZAP! and CRASH 
logos on the front in tasteful tandem! 

Don't miss out on this amazing offer, send off the 


innn tn tho aHrirocc hplnuu 



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Please send me Super ZZAPI/CRASH/ 

GREMLIN tracksuit(s) 

Tick sizes sizes: SD MD LD 

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I enclose a cheque/postal order payable to 

Newsfield Ltd for £16.95. 

* UK prices only, Europe and Overseas, please add 
£2 per item ordered. 

ZZAP! TRACKSUIT OFFER, PO BOX 10, LUDLOW, SHRQPSMRE 
SY81DB 


70 ZZAP! 64 February 1986 



CAUSES OF CHAOS 


CRL, £8. 95 cass 



he White Wizard 
took a quick look 
at this game last 
month, and I've 
now had time to 
play it rather 
more thorough- 
ly. The news. I'm 
afraid, is not all 


that good. 

The trouble with multi-player 
games is that a lot of effort tends to 
be put into the mechanics of role- 
sharing and not enough into the 
actual game itself. Causes of Chaos 
suffers particularly in this way — 
you can have up to six players, but 
the game is hardly enough to 
sustain the attention of one per- 
son, let alone all six. 

Readers who caught last 
month's column will know that 
the the aim of the game is to 
recover six treasures from the evil 
Count Vladimir and restore them 
to their rightful owner. King 
Arnid, whose power depends on 
them. Unfortunately the scope of 
the game is somewhat limited 
because of the inadequate parser. 
Typical responses are 'You can't 
see it from here,' which occurs 
frequently and quite independen- 
tly of the location descriptions. 
This means that, if you're told 
you're standing by a cliff, entering 
'Examine cliff' will, likely as not, 
result in your being told you can't 


see it. 

Other oddities include getting 
the response 'You can't while 
you're carrying it' following the 
input 'Break lock' while trying to 
open a door, and the ridiculous 
episode where, to look inside a 
'small, empty case', you must 
enter it! The White Wizard is of 
average height and does not think 
he should be allowed to enter a 
small case without casting some 
very tricky spells. 

If you can cope with the parser 
and can find some other compan- 
ions who are equally prepared to 
make allowances, then you might 
have a few hours of fun with 
Causes of Chaos. The combat rou- 
tines are pretty basic, and prob- 
ably not too healthy for your 
keyboard since they involve hit- 
ting a key before your opponent, 
but they do add some action 
which is all too often missing from 
adventure games. If you got this 
one for Christmas, then don't 
complain, but I think you should 
think twice before spending hard- 
earned cash on it. 


Atmosphere 55% 
Interaction 50% 
Lasting Interest 57% 
Value for Money 50% 
Overall 53% 



WORM IN 
PARADISE 


Level 9 Computing , £ 9. 95 cass 


his game has 
been eagerly 
awaited for 
many different 
reasons. First, it's 
the final episode 
in the Silicon 
Dream Trilogy, 
which began 
way back in 1984 with Snowball. 


Secondly, the game not only 
rounds off the series, but does so 
using Level 9's new adventure 
system. You can read about the 
new system elsewhere on this 
page, but what about the plot? 

The instructions aren't that 
clear on your objective, except to 
say that when you start the game 
you don't know who you are or 









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what you're up to. In the White 
Wizard's case, this ignorance 
lasted for several hours! Finding 
yourself in the Pleasure Dome of 
Enoch, capital city of Eden, you 
first wander around checking out 
the shops, casino, and other 
amusements before moving out 
into the city and trying to find 
your way around. From the very 
moment that you start the game, 
you'll find yourself involved with 
all sorts of gadgets and gimmicks, 
all very well thought out and some 
— like the One Armed Bandit in 
the Casino — very entertaining. 

There's a very complicated sys- 
tem of roundabouts and 'ped- 
ways' connecting the different city 
locations, but luckily they're fairly 
easily mapped and after a while 
you begin to feel like a native 
Edener out on holiday. The biggest 
problem is mastering the main 
Eden Transport System, which is a 
colour coded set-up with over 40 
million possible destinations! If 


you get really stuck, send for a crib 
sheet to Level 9, who've written a 
special BASIC program to help 
you work out how to get to where 
you want to go! I think there's 
going to be a huge demand for it! 

The society on Eden is pretty 
sick — everything's run by robots 
for the benefit of humans, which 
means that the humans are a 
rather spineless lot. The eventual 
aim of the game is to work your 
way up in society, get a decent job, 
and then, when you've reached 
the top, set about changing the 
world. 

While you play, you'll come 
across the Fuzbots, who regularly 
inspect you and will fine you for 
any misdemeanour you may have 
committed. You'll also discover 
that people on Eden live for ever 
(or almost) because they simply 
replace their worn-out limbs with 
someone else's. If you don't be- 
have, you'll find that you'll be 
doing most of the supplying! The 


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most important thing to do is keep 
a check on your expenditure — 
being in debt can cost you literally 
an arm and a leg! 

You'll also — if you're sensible 
— get yourself a companion in the 
form of a Dagget — an electronic 
dog. This battery-driven cutie 
spends most the game jumping up 
your leg. I suppose it has to make 
the most of it — considering the 
price of a Dagget, you're unlikely 
to have a leg for long after you've • 
paid for it! 

There are over 220 locations, all 


with graphics, and the Wizard 
reckons that this game is going to 
be responsible for more sleepless 
nights than Nescafe, insomnia, 
and indigestion put together! 
Definitely worth trading-in a limb 
for. 


Atmosphere 88% 
Interaction 85% 
Lasting Interest 88% 
Value For Money 90% 
Overall 90% 


BACK NUMBERS 

Don't miss out on earlier issues! 


ZZAP! 64 has taken off like a blast of lightning! If you 
have been unable to obtain copies of issue 1, 2 or 3, 
NOW'S YOUR CHANCE! 

We keep a limited stock of back numbers to en- 


sure your collection is complete, after all, we 
wouldn't want any gaps in those ZZAP! binders, 
which will be available shortly. 


No 1 May 1985 
No 2 June 1985 
No 3 July 1985 
NO 4 August 1985 
No 5 September 1985 

No 6 October 1985 


• Towny Crowther • Staff of Karnath map/solution • Music 
Programs • Lords of Midnight map • Elite • Shadowfire 

• Theatre Europe • Tir Na Nog map • Everyone's a Wally map • 
Game skill test # Us Gold interview 

• Dropzone • Entombed map • Airwolf map • Arcade bonanza • 
Paradroid diary I • Chess v Chess 

• Fourth Protocol/Bcploding Fist/Beach Head 11/ • Shadowfire 
map • Denton Designs • Paradroid diary II 

• Summer Games ll/Frankie/Skyfox • 64 Surgeries • Paradroid 
diary III # Terminal Man starts • Spy v Spy 11/Mercenary previews 

• Flying High — simulations 

• Pet Person • Wizardry /Nexus previews • Electronic Pencil Co • 
Zzapstick! • Paradroid diary IV • Flying High II 


No 7 November 1985 
No 8 December 1985 


• Paradroid Gold Medal# Little Computer People 
1 Zzapstick! • Pull out poster • Masterblaster II 

• Zoids/Elektraglide previews • Kiddie games 
Electrosound Gold Medal • David Crane Interview 
Batalyx/Scarbaeus/ACE 


I would like to order ZZAP! 64 Back Number(s) 

Please tick the correct box in2D3lZl4[I]5[I]6lI]7[Il8n 


Name . . 
Address 


BACK NUMBERS SPECIAL OFFER 

Each back number is available at 95p each 
(plus 20p for post and packing per item 
ordered). But why not take advantage of 
our special offer: 

• All three issues ordered at the 
same time — 40p off total!! 


Unit 


95p 


Total £ 


Postcode 


Please make cheques/postal orders payable to ZZAP. It is best to avoid 
sending cash payments. Please do not enclose any order with mail to the 
editorial side of the magazine as this may result in delays. Send your orders to 
the address below: 



Less Special Offer discount where applicable: £ 


Sub Total £ 


P&P total (20p per item) £ 


*Total enclosed: £ 


Price 


NUMBERS, ZZAP! 64 MAGAZINE, 

BOX ID, LUDLOW, SHROPSHIRE SY8 1DB 


ZZAP! 64 February 1986 71 







KKM'Mlp 




' '-I*'.** 


CBM64/128 


The cunning Desert Fox, the wily Rommel, is on the rampage, sweeping 
across the desert sands, laying low the allied forces and swarming 
through allied territory. It is on your shoulders Lone Wolf, to halt the 
rogress of this awesome foe and rescue the North Africa campaign from 
his grasp. Step forward with the courage of a fearless leader in face to 


face conflict with his ground and air attacks. Be as wise and as cautious as 
the most battle hardened general in planning your strategy and calculating 
your tactics to rescue your supply depots. In short Lone Wolf, if you fail in 
your destiny as the complete warrior, the final conflict — a head to head 
tank duel with the mighty Desert Fox himself — will be your last. 


REALISTIC VOICE SIMULATION 

Listen in on enemy radio messages , plan your tactics to combat their manoeuvres. 


U.S. Gold Limited, Unit 10, Parkway Industrial Centre, Heneage Street, Birmingham B7 4LY. Telephone: 021-359 8881 

* 




ap: Be wise in your campaign 
rategy, protect those depots in 
inger from enemy forces, rally 
>ur firepower to it's most 








Stuka attack: Keep a close eye 
on your radar, an early warning 
will give you some chance against 
the enemy stuka attacks 


Convoy: Protect your convoys 
from aerial bombardment at all 
costs, without their supplies your 
depots will fall. But in your 
eagerness watch out for the allied 
Spitfires. 


Ambush:The valley is 
infested with enemy forces 
but no matter reach the other 
side you must. Good luck and 
happy shooting. 
















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ZZAP! 64 February 1986 73 


LEVEL 9 


If Level 9 are going to stay at 
the top of the adventure 
league, they've got to come 
up with something pretty 
special — particularly in 
these days when more 
people are buying disk drives 
and getting access to games 
like Hitchhikers and Zork. Have 
they succeeded? 

Things have certainly 
come a long way since Snow- 
ball. This was a text-only 
game that was followed by 
Return To Eden , introducing 
the pleasures of graphics for 
the first time in a Level 9 
game. Now there's Worm , 
with a load of new features 
that make it the most play- 
able Level 9 game yet. 

First, you get multi-task- 
ing graphics. This means that 
you can enter text even 
while the pictures are still 
drawing. Of course it does 
mean that the graphics are 
slowed down slightly, but 
the big advantage is that you 
can move around quickly 
without having to turn off 
the pictures altogether. And 
in this game, believe me, 
you'll be doing a lot of 
moving around — and not 
always in the direction you 
want to go, either! 

Second, you get a vastly 
increased vocabulary. Level 
9 are claiming a thousand 
words, and on the basis of a 
couple of days playing I 
won't quibble with that. I 
certainly didn't experience 
any vocabulary problems on 
my trips round planet Eden. 

However, the increased 
vocabulary is only half the 
story. The text-compression 
system used in Worm means 
that each word (including all 
the text of the location des- 
criptions) is stored in a large 
dictionary. Your inputs are 
matched against the diction- 
ary and if your input doesn't 
make sense, you'll be told 
exactly why not. 

For example, if you see an 
interesting flower which is, 
in fact, just there as part of 
the scenery, and try to 'Exa- 
mine the flower', the pro- 


gram will tell you that the 
flower is 'just scenery', or 
'not important'. In effect, 
therefore, the vocabulary is a 
lot larger than 1000 words — 
in fact, the game will accept 
almost any word that it uses 
itself. So perhaps it's more 
accurate to say that the pro- 
gram has a SIGNIFICANT 
vocabulary of 1000 words. 
That, just for the record, is 
better than any other cass- 
ette-based game on the 
market, and even better 
than some of the earlier 
Infocom games {Zork, for 
example). 

Finally, not only does Worm 
understand more words, it 
also allows you to use them 
in many different ways — far 
more than in earlier Level 9 
games. You can have multi- 
ple inputs connected by 
AND, THEN, commas, and 
full stops. You can use pre- 
positions like on and at, and 
even use it to refer to a pre- 
viously mentioned noun. 

There is, however, one not- 
able omission from this new 
system, and that's 'interac- 
tive characters'. You still 
can't talk to other characters 
in the story, and although 
there are other people about 
who move around and even 
address you from time to 
time, there's no provision in 
the program for interacting 
with them, other than hand- 
ing oyer objects or money. 
This is a pity, the more so 
since other contemporary 
games {Lord of the Rings in 
particular, and Infocom 
games of course) are becom- 
ing quite strong in this area. 
Level 9 will have to watch 
out that they aren't left too 
far behind, since characters 
can add a lot to a game, even 
if they are fairly primitive — 
take the Hobbit , for example. 


T&-L Yo«£ 

AMSlW? 

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50 WY 

W 0 N/T 

/VlISS 

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trie only 
(OR AMSlRflT 7 

iti'c , \xn;> 

Mass {Tips , , comic stare, fl^ieuS^coMi 


ENSURE YOUR 
REGULAR 

COPY OF ZZAP! 64 

V A V 

When a magazine is rising in circulation (being new, ZZAP! 
is doing this) and so sells out immediately, you may 
experience difficulty in obtaining your copy every month, 
bo the best thing to do is place a regular order with your 

local newsagent, which you can do by handinq him this 
form. a 


m Please place me a regular monthly order for \ 

* ZZAP! 64 Magazine. ■ 

I Name J 

Address I 

| ::::::::::::::::::::::::::::::::::::::::::: | 

I To the Newsagent: ■ 

ZZAP! 64 Magazine is published in the middle of every 

I month by Newsfield Ltd, 1-2 King Street, Ludlow, - 

Shropshire SY8 1AQ. Tel: 05845851, and distributed to the 
newstrade by COMAG (08954 44055). Please check with 
■ the publishers if you have any difficulties in obtainina 
1 supply. a ■ 






THE WILD WEST 


Ariolasoft, £12.95 disk only 


h boy, this one is 
weird! You've 
heard of icon- 
driven adven- 
tures ( Fourth 
Protocol etc) but 
this really takes 
the cake. Instead 
of entering co 
mmands, you select one of three 
rather dumb looking sprites who 
lurk at the bottom of the screen. 
Each sprite has a word of advice to 
give you, which you can either 
take by pressing the fire button or 
else ignore in favour of one of the 
others. 

You start off in the desert and 
must recapture Fort Snake from 
Big Nose Bill and his merry men. 
On the way you encounter Ind- 



ians (many of whom are distinctly 
unfriendly), rattle snakes, and 
snakes of the two-legged variety 
as well. In fact there don't seem to 
be many people around you can 
trust — least of all the sprites at the 
bottom of the screen who keep 
saying things like Teach him a 
lesson!' when you come across an 
Indian. Needless to say, teaching 
Indians usually results in sudden 
death. 

The best thing about Wild West is 
the display. The graphics are very 
colourful and in some cases can 
suddenly come to life to bring you 
short animated sequences that 
show the results (usually fatal) of 
taking the wrong advice. Trying to 
climb a high wall at nightfall, for 
example, will soon result in your 


falling down and killing yourself 
in the story and on the screen. 

One thing about this game that 
appealed to the White Wizard was 
how often the sprites encouraged 
you to Take a rest'. Usually the 
last thing to do in an adventure is 
hang around and do nothing, but I 
soon discovered that many of the 
more important things in the 
game will only become apparent if 
you do occasionally take time off 
for a quick nap. 

The game is split into three 
modules. The White Wizard got 
rather confused here. When you 
finish a module, you're given a 
password which enables you to 
play the next part. However, you 
can in fact enter ANY sequence of 
letters and still play the module, 
though it seems that things don't 
happen quite the way they should 
unless you've actually completed 
the previous episode and been 
given a valid password. The first 
module contains some excellent 
shooting sequences. The second is 


l 


mostly concerned with dealing 
with Indians. The third phase puts 
you down by Fort Snake and 
complicates things considerably 
by making each sprite give differ- 
ent advice if you ask it more than 
once — so you have to choose the 
right sprite AND the right advice. 
Help! 

Wild West is a lively game — 
ou'll need a pen and paper to 
eep a track of the options you've 
selected so that, by a process of 
trial and elimination, you can 
make progress in the game. The 
White Wizard reckons that this 
game will be particularly enjoyed 
by younger players — older and 
more experienced adventurers 
might find it a bit twee. Still, it's 
nice to see some new ideas here in 
Adventureland. 

Atmosphere 62% 
Interaction 65% 

Lasting Interest 68% 
Value for Money 60% 
Overall 65% 



RUNESTONE 


Firebird are having trouble with 
the Commodore version of Rune- 
stone. This Lords of Midnight type 
game first saw the light of day in 
advertisements over a year ago. 
Now we're promised it for the 
next issue. The White Wizard has 
already played a pre- release ver- 
sion, and it looks pretty hot, so 
keep your fingers crossed. 

The big advantage it has over 
LoM is the parser — you can talk to 
people, and enter some quite com- 
plex commands. The characters 
are also very well programmed 
with quite convincing and differ- 
ing personalities. Looks like being 
quite a hit for Firebird's new Hot 
range when they finally get it out. 
All yours for £7.95 on cassette, 
£9.95 on disk. 


QUESTPROBE HI — 
THE FANTASTIC 
FOUR 


This is Adventure International's 
latest Scott Adams mega-blaster, 
and they're getting very excited 
about it. According to Mike 
Woodroffe of AI, the action table 
in the program has over 1300 
entries in it. The White Wizard 
hasn't the faintest idea what this 


really means, but when you com- 
bine it with full-sentence input 
and other improvements to the 
parser it begins to sound quite 
exciting. You'll also be able to 
control more than one character 
in the game, as in Magician 's Ball. 

Meanwhile, have you ever 
wondered why AI games ignore 
half your inputs? Apparently the 
parsers were designed to make the 
games easily translatable into 
other languages. Unfortunately, 
other languages tend to mix up the 
order of verbs and nouns, and the 
only way AI could get round it was 
to alter the parser — hence the odd 
side-effects. Stand by for Robin Von 
Sherwood and Le Hulk. 


NEW MOON FROM 
LEVEL 9 


Level 9 are hard at work on the 
sequel to Red Moon , entitled the 
Price of Magic, or simply Red Moon 2. 
After his dallying with science- 
fiction on the planet,, of Eden, 
game-designer Pete Austin is 
keen to get back to magic, dragons, 
and troll bashing — who can 
blame him? The bad news is that 
we'll have to wait until March to 
see what he's come up with. 

Meanwhile the White Wizard 
can give you a gentle hint about 
things to come from Level 9. 
You've heard of (and may have 
played) MUD — the Multi User 
Dungeon which runs on a main- 
frame and has lots of budding 
Wizards playing at once and 
beating hell out of each other. 


Well, BT (who run MUD) are 
setting up a new company called 
Confucious, which will be res- 
ponsible for other 'on-line diver- 
sions' and one of the companies 
who are working on multi-user 
games is .. Level 9. Stand by for 
Multi-User Red Moon\ 

MASTERTRONICS 
GO TO BED 

Zzzzzz ... is the latest adventure 
from Mastertronics. The White 
Wizard will be glancing at this one 
next month — but meanwhile get 
set for £ 1 .99 worth of adventuring 
— in your sleep! The aim of the 
game is to wake up — let's hope it 
doesn't leave too many of us snor- 
ing at the keyboard . . . 


ADVENTURE 
CREATOR DELUXE 


Incentive Software are current- 
ly causing quite a stir amongst 
Amstrad owners — they've just 
brought out an adventure gener- 
ator that not only accepts complex 
inputs (including adverbs and pre- 
positions) but also includes a 
spectacular graphics package and a 
whole host of powerful comm- 
ands. AND it's far cheaper than the 
Quill I Illustrator package. 

Yes, you guessed it. The boys at 
Incentive have seen the light and 
are planning a 64 version. Get 
those pens sharpened — this could 
be the most important adventure 
release of 86. 





Wizard Tips . 


a a 


.. • 





w 


■ 


Stuck by the sponge? Put down 
the cat, feed it, and take it from 
there . . . 






■■ 'V- • ■ ■ '' : : 

aiiiiiii 

S: Hi-ss?; 


, 




LOTOS Of ■ vv vie 

Are you a five stone weakling? 
Get well ahead with a drink and 
boost your strength. 

■». ■ m m 

KCo nflOOn 

Give that guard dog a taste of 
someone else's medicine. 

, v /a % ' ” - 

•: ' .. :• 

■ * •• ■ '-a. 

- I 

ns come expensive. Ch 
out boxes, 

replenish your bank account. 

s 

The Pay-Off 

Use those pills ‘ 
meat AND the 








ie 

tting through the forbidd 
or ain't easy — try looking 
through the key-hole first, then 
use the newspaper and the 
pencil. 

•: 


Pub Q u est 

All trees need a 




. 

• - 





CLEVER 

CONTACTS 

Wizards, witches, mages lend 
me your ears. It is here that 
anyone who is proficient in any 
adventure can volunteer to join 


my worthy ranks of Clever 
Contacts. Simply jot down on a 
postcard or equivalent, a list of 
all your achievements and send 
it off to: 

CLEVER CONTACTS, THE 
WHITE WIZARD'S DUNGEON, 
PO BOX 10, LUDLOW, 
SHROPSHIRE, SY81DB 


Attention All Wizards, War- 
locks, Witches, and Warlords! 

The White Wizard welcomes 
correspondence on any aspect 
of adventuring. All letters will 
be answered (in time) and you 
may well win undying fame by 
having your name splashed 
across these hallowed pages. 
You can reach me by post c/o 


74 ZZAP! 64 February 1986 










Zzzd! 64. 


zzp! 

Alt 


[tentatively, if you have a 
modem and can access Prestel 
or Telecom Gold, you can leave 
a message for me in my mail- 
box — 919994854 on Prestel/ 
Micronet, 83:jnl251 on Gold. 
That way you're practically 
guaranteed a same-day reply. 
Come on! Let's hear from you! 


CLUB HELP 
OFFERED 


Another club which is works 
along very similar lines is the 
ADVENTURELINE, a 
Chelmsford based club run by 
Roger Garret. The club 
membership is free of charge 
(save the cost of an SAE) and for 
that you r get you r f i rst free 
newsletter. Interested? Then 
write to: 

ADVENTURELINE, 52 Micawber 
Way, Chelmsford, Essex 
Tel (0245) 442098 

EUREKA HOTLINE 

Phone 01 947 5626 between 3 
and 6pm on a Friday afternoon 
for the Eureka Hotline. Also 
Domarkwill reply to any 
enquiries by post. Write to: 
Domark Ltd, 204 Worple Rd, 
Wimbledon, London SW20 8PN 
(Please enclose a SAE) 

If there are any other clubs out 
there in the big, wide world and 
you wish to enrol the White 
Wizard's readers through his 
chronicles, then by all means let 
me know. 


HELP 

OFFERED 


Colossal Adventure, Dungeon 
Adventure, Adventure Quest, 
Lords of Time, Snowball, Return 
to Eden, Erik the Viking, Emerald 
Isle, Red Moon, Most of the 
Mysterious Adventures, Heroes 
and Empire of Karn, The Hobbit, 
Pirate Adventure and 
Adventu reland. 

David Varley, 1 Crossman 
Street, Sherwood, Nottingham 
NG5 2HR 

The Hulk, Twin Kingdom Valley, 
Eureka (Prehistoric), Eureka 
(Roman), Valhalla, The Hobbit, 
Heroes and Empire of Karn, 
Spiderman, Ring of Power, 
Gremlins, Dungeon Adventure, 
Witch's Cauldron, Quest of 
Merravid, Lords of Time, Urban 
Upstart, Deadline, Sherlock and 
Dracjonworld. 

Kevin Eason, 24 Bulwer Road, 
Kirkby in Ashfield, Nottingham 
NG17 8DR 

Phone Nottingham 753725 after 
4.30pm week days and 2.00pm 
weekends 

Spiderman, The Hulk, Ten Little 
Indians, Classic Adventure, 
Hobbit, Quest for the Holy Grail, 
Voodoo Castle, Pirate 
Adventure, Mission Impossible, 


Adventu reland and The Count. 

S Williams, 32 Hornbeam Close, 
Horsham, Sussex RH13 5NP 

Heroes of Karn, Return to Eden, 
The Hulk, The Hobbit, Fools 
Gold, Tombs of Xieops, Golden 
Baton, Eureka (Prehistoric), 

Twin Kingdom Valley, and 
Stranded. 

Lawrence Simm, 10 Maddox 
Cottages, Runnels Lane, 
Thornton, Merseyside L23 1TR 


Spiderman, The Hulk, Gremlins, 
Claymorgue Castle, Nuclear 
War Games, Empire and Heroes 
of Karn, Twin Kingdom Valley, 
Crystals of Cams, Witch's 
Cauldron, Mystery of Munroe 
Manor, Aztec Tomb, The Search 
For King Solomons Mines and 
ALL Channel 8 adventures. 

G Mitchell, 63 Brownlow St, 
Haxby Rd, York, Y03 7LW 
Tel (0904) 27489 between 10.00 
am and 1.00pm or 4.30pm to 
8.00pm 

Heroes and Empire of Karn, Zim 
Sala Bim, Ring of Power, Eureka 
(Roman), Valhalla, Hampstead 
and Castle of Terror. 

Colin Loosemore, 29 Rufus 
Gardens, Totton, Southampton 
S04 3TA 

Colossal Adventure, Dungeon 
Adventure, Lords of Time, 
Snowball and The Hobbit. 

Philip Chan, 7 Rushmead Close, 
Canterbury, Kent CT2 7RP 
Tel (0227) 45391 1 between 6.00 
and 9.00pm only 

Pirate Island, Secret Mission, 
Voodoo Castle, Strange 
Odyssey, The Count, Mystery 
Fun House, Pyramid of Doom, 
Ghost Town, Savage Island 
(parts I and II), Golden Baton, 
Claymorgue Castle, Castle of 
Terror, Subsunk, Urban Upstart, 
Eric the Viking and Emerald Isle. 
K Lees, 25 Whimlatter Place, 
Newton Aycliffe, Co Durham 
DL5 5DR 


CORRES- 

PONDENCE 


Here are some more tips for you 
poor people who need instant 
aid on some adventures. 
Remember this part is written 
by the people for the people, so 
use it to its full. 

ZORKI 

Resevoir blocking? Press 
buttons but not blue, turn the 
bolt with something handy and 
wait for all to drain. 

MASK OF THE SUN 

Knowing your left and right 
when moving a rather large pot 
could prove useful. 

The pedlar is no medicine man 
. . . His magic cure is nothing but 
a heap of trouble. 


VQQi 


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TEL: 0782 273815 


ZZAPI64 February 1986 75 











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Gremlin Graphics have just 
released a really bouncy game 
which puts you in control of a 
bouncy red ball which has to 
negotiate a whole range of 
hazards. Well, what do you 
expect, eh? I mean, a ball's life is 
hardly a happy or easy one. If 
you're not being kicked all round 
the shop, some sporty nurd's 
trying to propel you into the 
wide blue yonder with a 
well-timed biff with a lump of 
wood or smacking you against a 
wall with a racquet or 
somesuch. 

It ain't easy being a ball. In 
BOUNDER, you have to keep 
bouncing of the pavement, 
avoiding a variety of low-flying 
nasties out to burst you AND 
you make forward progress only 
to reach the end of a section of 
hostile terrain so you can be 
booted into goal. And start 
another section. More cruelty to 
Balls, I see, I see. 

Any day now the boys from 
TIBBLES will be paying the lads 
at Gremlin a visit. I'll be bound. 
TIBBLES? Team Introduced to 
Bestow Balls with Lives that are 
Easier and Safer. I mean, getting 
burst all the time, just for 
landing on the wrong bit of a 
Commodore screen is well out 
of order. 

TIBBLES is going to be dead 
cross when they learn that 
Gremlin have got one of this 
month's Gold Medals for their 
Ball abuse. But then that's not 
got a lot to do with you average 
Ball-loving Competition Minion, 
now has it. Prizes is what's on 


offer my lovelies, and in this 
instance. Gremlin are offering 
no less than 25 Sweatshirts, with 
a delicately designed BOUNDER 
design in this Spot The Ball 
competition. 

Arranged on this page are a 
couple of real live action shots 
from the game, which clearly 
show the Ball undergoing 
torture at the hands of a joystick- 
wielding bozo from the ZZAP! 
reviewing team. (Just look at the 
pain on its little face — aah.) In 
our artist's impression (the non- 
photo which forms part of the 
entry form) the Ball, fed up with 
all the abuse, has made a break 
for freedom and hopped it. Or 


bounced it, even. 

Using your skill and 
judgement, mark with a single 
"X" where you think the centre 
of the ball was, just before it 
dematerialised to join its chums 
in the TIBBLES sanctuary. Only 
one cross on the form. A valid 
entry must not only contain your 
"X MARKS THE SPOT" and your 
address, but also your 
sweatshirt size. Even if you get 
cross smack on the right spot, 
you won't win if you haven't put 
your chessie size on the form, so 
be warned. 

Off you go then — and spare a 
thought for all those abused 
balls still in captivity . . . 


i 



Play Spot the Ball and you could be 
the proud owner of a hand-crafted 

BOUNDER Sweatshirt. 


Name 


ADDRESS 


POST CODE ....... SHIRT SIZE 



ENTRIES TO BALLS, ZZAP!, PO BOX 10, Ludlow, Shropshire, SY8 
1DB to arrive by 13th February. 

ZZAP! 64 February 1986 77 



















I 






! 


i 

i 



















£9.95 inc VAT. Available from W.H.S 

and all good software ret 
ULTIMATE PLAY THE GAME, The Green 

(PfirP are include 


lendei 

OOLW 


S, BO 
itlets. 
by-de 











The Shadow is much 
amused by a piece of 
information concerning the 
Steve Evans classic 
Guardian. It appears that 
scores of around 1,000,000 
are in fact impossible to 
achieve, since the game 
goes haywire several 
thousand points beforehand. 
The Shadow wonders if Mr 
Rignall realised this when he 
'scored' 1,020,950 on said 
game . . . ? 

Word reaches the Shadow 
via the global village, that 
Commodore Computing 
International journalist, 
Francis Jago, has a rather 
unusual mark on his person 
— a tattoo of Felix the cat 
tastefully adorns the left 
hand 'side' of his posterior. 

In fact Mr Jago recommends 
such dermatological 
decoration — 'You ought to 
get it done, it's more trendy 
than an earring', he 
endorsed, and added, as he 
ruefully massaged the 
aforementioned region, 'but 
it doesn't half give you gip'. 


WHAT'S H<- KNOW 

fteour ML 


Thankfully, Mr Jago isn't 
ZZAP! 64 February 1986 79 





anything like his tattoo — a 
pain in the — ask anyone 
who knows him. 

Perceiving things that 
mere mortals can only 
marvel at, the Shadow has 
received, after some 
considerable delay, the 
Commodore version of 
Mercenary. The game takes 
place in the 21st Century and 
you play the title role of a 
futuristic soldier of fortune 
who has crash landed on the 
planet Targ. The inhabitants, 
the Palyars, are at war with a 
race of robots known as the 
Mechanoids, and with only a 
ninth generation PC called 
Benson for company, you 
must survive until the 
opportunity to escape arises. 
This can be achieved in 
several different ways, one 
of which the Author, Paul 
Woakes, will not reveal. 
However, early in the new 
year Novagen are releasing 
the Targ Survival Kit, 
containing full colour maps 


of the city and Palyar archive 
material on the subterranean 
complexes, along with a host 
of hints and clues in the form 
of a novelette Mercenary: 
Interlude on Targ. 

The Shadow is immensely 
impressed with Mr Woakes' 
efforts, especially the speed 
of the vector graphics, the 
likes of which have never 
been seen on the 64 before 
— a variety of unusual 
structures move 
convincingly fast, but 
smooth, and there is not the 
slightest trace of flicker to be 
seen. Mercenary: Escape 
From Targ is available from 
Novagen now, at a price of 
£9.95 on cassette and £12.95 
on disk. The review on the 
other hand, will not appear 
until next issue. 

Task Set have been hard at 
work recently and have 
come up with Quicksilva's 
latest release, Yabba Dabba 
Dooi, based around the age 
old cartoon series, the 


Flintstones. The star of the 
piece is Fred Flintstone, with 
guest appearances by his 
wife, Wilma, and an 
assortment of other 
characters, mainly 'cute' 
dinosaurs. Yabba Dabba 
Doo! follows its television 
counterpart closely, with 
cartoon quality graphics and 
befitting gameplay. 
Incidentally, as ardent fans 
of the series will already 
know, the title comes from 
an expression frequently 
uttered by Mr Flintstone in 
times of elation. 

Interceptor's new release, 
Wild Ride, features the 'first 
ever Lodagame', a game to 
play as the main program 
loads. The Shadow recalls 
that this is not quite so, as 
Century's Skyline Attack 
allowed you to play the age 
old game of Snake while it 
loaded. Nevertheless, as is 
often the case with such 
novelties, the Lodagame is 
far more fun to play than the 
actual game itself. 

The Shadow notices with 
interest that Thor have been 
reincarnated by Odin and 
have two new games — Arc 
of Yesod, the follow up to the 
ZZAP! Sizzler Nodes of 
Yesod, and /CUPS, a fast 
moving shoot em up. The Rt 
Hon Charlemagne 
Fotheringham, Grunes 
Charles to his friends, is once 
again in search of the 
Monolith, an extremely 
sophisticated tactical 
warfare computer in 
disguise, in Arc of Yesod. 
This time however, Charles' 
exploration takes place on 
the planet Ariat, which looks 
uncomfortably familiar . . . 
Despite graphic similarities 
to its predecessor, Arc has 
enough original play 
elements to make the 
journey worthwhile and will 
be reviewed in full in the 
following issue of ZZAP! 

Both Martech and 
Orpheus have two new 
imminent releases — Zoids 
has just been finished and 
looks very promising. The 
Electronic Pencil Company 


have produced a superlative 
product, which is 
complemented perfectly by 
what can only be described 
as Rob Hubbard's most 
powerful and atmospheric 
piece of music yet. Another 
excellent Rob Hubbard tune, 
this time with a heavy Jean- 
Michel Jarre influence, is to 
be found on the 64 version of 
One Man and His Droid from 
Mastertronic. But I digress. 
The Young Ones computer 
game has finally been 
completed and is on sale at 
this very moment. It too, 
features some quality music 
from the television series, 
although the Shadow didn't 
recognise the main piece 
running throughout the 
game. Still, the Shadow feels 
sure that addicts of the 
opiate of the masses 
(television, for the ignorant 
or naiive) will not be 
disappointed. While on the 
subject of Orpheus product, 
the Shadow feels he ought to 
mention that the long 
awaited disk version of the 
ZZAP! Gold Medal utility 
Electrosound, is now 
available to all who desire it. 

Ocean have actually 
managed to release some of 
their 'forbidden fruit', 
although Transformers can 
hardly be described as tasty. 
It is a game based on or 
around the television 
program of the same name 
and was written by Denton 
Designs. The Shadow must 
point out though, that this is 
not recommendation in 
itself, as Denton's lastest is 
far from being their greatest. 
Now all that remains to be 
seen are Daley Thomson's 
Super Test, Street Hawk, 
Knight Rider, Hunchback: 
The Adventure, V — the list 
seems near endless. 

Any facts bearing 
resemblance to anyone or 
thing, living or dead, are 
entirely coincidential and 
unintentional and should be 
ignored. Shadowspiel 
appears each month by kind 
courtesy of the Shadow. 


80 ZZAP! 64 February 1986 









of w HITS”i 

Game 

History 


ALL THESE % 

BLOCKBUSTERS 1 
TOGETHER ON ONE 1 

GIANT 

COMPILATION 

SPECTRUM £9.95 
AMSTRAD £9.95 


COMMODORE 64 £9.95 
DISC £14.95 

[COMMODORE and AMSTRAD] 

Stocked at Selected Branches of: 

W H Smith, Boots, John Menzies 
/oolworth. Greens, Laskys and Rumbelows 


1 * ] "J 


y Fil J 




» 3 




wj ■ » j 


bbt « y w y Jy ^ y .j 

* Jk T A • jl % yB 9 






— 

■■■■■■■ 


REVEAL THE INNER 
ZZAP! REVIEWER'S Ml 


Voyage into the Cranium of 
your favourite ( or least 
favourite) reviewer. Tell us 

what you find .. . 











Activision do a good job, 
particularly when it comes to 
releasing Commodore games 
produced by Lucasfilm. Mind 
you, of course, Lucasfilm don't 
do too bad a job when it comes 
to actually writing the games. 
So far it's two Sizzlers and two 
Gold Medals, track-record-wise 
as we media superstars like to 
say. 

By way of celebration (as we 
Competition Minions like to say, 
but never get to do), by way of 
celebration, Activision are 
going to give away lots of 
goodies. Top prize in this little 
Lucasfilm Games competition is 
no less than a 1541 Disk Drive 
with all four Lucasfilm games on 
disk. Second and Third Prizes 
are all four games on cassette 
and then there are fifty, yes fifty, 
runner-up prizipoos: A copy of 
this month's Gold Medal, 
Eidolon. 


Rescue on Fracta/us puts you 
in the cockpit of a craft, flying 
over the rugged landscape of a 




hostile planet in search of 
survivors from crashed Scout 
Ships. A Sizzler from Lucasfilm 
Games. Koronis Rift is the other 
sizzler — a big Sizzler indeed — 
in which you play the part of an 
intergalactic Steptoe, 
rummaging around wrecks of 
ships in search of techno-scrap. 
Gold Medal Numero Uno was 
Ballblazer, the ultimate in arena 
combat ballgames. Now, on 
pages 28 to 30 inclusive of this 
very issue. Eidolon is a Gold 
Medal. 

In Eidolon you are scampering 
around inside your own mind. 
Yes. Inside your own mind. As 
you might expect, there's a 
whole range of unpleasant 
nasties to be fought off during 
yourquest for inner discovery — 
read the review, and you'll get 
the idea. 

To enter the competition, 
you'll have to imagine you are 
travelling around inside the 
mind of one oftheZZAP! 
reviewers. (Nasty thing to ask 
you to do, I know, but there you 
go.) Stay inside the head of one 
of the snivelling creatures we 


actually pay money to for 
reviewing games for as long as 
you can. Then, just before it all 
gets too much, and you collapse 
with sensory overload, sit down 
and commit your discoveries to 
paper. 

What we want to see is either a 
map of the contents of a 
reviewer's mind, or maybe a 



couple of drawings or paintings 
of what you imagined you saw. 
What will be discovered lurking 
inside Penn's Cranium? Is 
Liddon's skull really full of 
nothing but thoughts of food? Is 
Masterson's brainpan full of old 
British Rail timetables? Is 
Riggers really that obssessed 
with high scores? 

Answers please, in the form of 
paintings, drawings, 
photographs, videos or 70mm 
feature films to: HEADACHES, 
ZZAP!, PO BOX 10, LUDLOW, 
SHROPSHIRE, SY8 1DB. Make 
sure the results of your 
mindprobes arrive by 14th 
February. And good luck. 


ZZAP! 64 February 1986 83 


WHftT H6DUT -me DFSER.T RRTS 



D esert Fox is one of those 
'difficult to categorise' 
games involving arcade 
and stragey elements. The game 
puts you into the heat of World 
War Two's desert campaign and 
pits your wits against that most 
notorious of opponents, Rom 
mel. There are several camp 
aigns selectable from the main 
menu but each of these has 
several constituent parts wich 
may be individually played out 
in practice sessions, again selec- 
table from the main menu. 

Before you get that involved 
however, there is the option to 
modify the sound effects used 
throughout the game. Basically, 
a joystick is used to toggle 


Stukas have to be eliminated by 
Lone Wolfs slow firing but 
powerful gun before too much 
damage is inflicted by the Luft- 
waffe. For all the scenarios, 
damage is shown in a gauge at 
the bottom of the commander's 
display. 

There is also a tank duel 
section where an enemy tank 
(apparently with firepower sim- 
ilar to Lone Wolf's) skirts across 
the limits of your field of vision, 
loosing off shots as it goes. Only 
one direct hit is needed to knock 
out a tank but apart from the 
difficulties of finding its range, it 
seems to be highly maneouvre- 
able and avoids many shots as a 
consequence. It does get nearer 


the enemy. Their are also two 
sights. Which of the two sights is 
in operation depends on whet- 
her the joystick is toggled left or 
right. Simultaneous operation 
of the two weapons is imposs- 
ible. As usual, the score for this 
section is displayed in a window 
in the right hand part of the 
'dashboard' — for want of better 
terminology. This section be- 
comes horrendously complex 
because as well as the enemy 
aircraft (shown in red) there are 
defending (green) Spitfires, 
which must not be shot down 
(unless you enjoy throwing 
away points). 

An ambush scenario included 
in the game is vaguely reminis- 


DESERTFOX 

US Gold/Sydney Developments, £9.95 cass, £14.95 disk, joystick only 


envelope settings. After these 
have been altered to the player's 
satisfaction, it's best to proceed 
directly to the first of the practice 
sequences. 

The first of these is an attack 
on Lone Wolf (the codename for 
your tank — a fictitious Turbo 
Sherman) by enemy Stuka dive- 


as the fight progresses but it 
also tends to achieve more hits, 
so a balance has to be struck 
somewhere. 

One of the trickier sections to 
master is the Convoy scenario. 
This has Lone Wolf protecting 
an allied Convoy under attack 
from enemy fighter-bombers. 


cent of the Star Wars Death Star 
Trench sequence as Lone Wolf 
travels through a canyon, trying 
to detroy the mortar emplace- 
ments attacking him from both 
sides. There is little else to this 
sequence but it is one of the 
fastest moving parts of the 
game. 



Stuka! Stuka! Lone Wolfs gunner desperately tries to line up his 
cross hairs before the plane can strafe the tank. 


bombers. The player is given the 
tank commander's point of view 
as enemy bombers zoom in 
from the horizon. Guided by a 
radar display in the bottom left 
hand corner of the screen and a 
joystick movable sight, the 


The screen shows a continuous 
line of moving vehicles in the 
middle distance and an absolute 
traffic jam of fighter bombers 
letting loose their rain of hell. 
This time Lone Wolf has two 
heavy machine guns pointing at 


Finally there is a minefield to 
successfully navigate. Mines are 
just visible and can be destroyed 
by gunfire, however any that go 
under the tracks will inevitably 
do damage to the tank and slow 
it down by covering the tracks in 


sand. A blue line appears in the 
compass window indicating the 
course to be followed. The time 
taken to complete this section 
also has a direct bearing on the 
score achieved. 

After competence has been 
gained in each of these sections, 
you are ready to move up to the 
campaigns. There are five of 
these, each harder than the last. 
To win, it is necessary to relieve 
any supply depots threatened 
by Rommel's forces. If a prohib- 
itive amount of damage is done 
to the 'Super Tank' or if any one 
of the depots falls to the enemy, 
the campaign is lost. 


When f first saw 
this game , / felt like 
doing a Gary Lid- 
don special all over 
the keyboard. After 
a time , however , / 
discovered that the 
game contained a 
variety of previous 
fy hidden attractions and that 
the apparent simplicity of the 
graphics belied the underlying 
complexity and skillful design of 
the campaigns. The malevolent 
voice and sinster, imposing 
sound effects add to the sense of 
urgency and desperation perva- 
ding the scenarios. Ultimately , 
this is a sophisticated Beach- 
Head with distinctly yellow over- 
tones. 1 always express reserva- 
tions about these militaristic 
hybrids, feeling that they lack all 
the potential action of the swiftly 
moving arcade game and the 
supposed integrity of the true 
simulation but having said all 
that — I really had a good time 
on this one . . . 


mm 



At the start of the campaign, a 
map of North Africa is displayed 
with several icons and charac- 
ters on it. A little tank reveals 
your current position and a 
swastika, that of Rommel. Grey 
flags show where the depots 
are. These turn to blue if the 
depot has been saved or red if 
they are lost. To the right of the 
screen are several icons labelled 
Move, Airstrike, Radio, and 
Zoom. Zoom is used to find the 
status of the depots. If that icon 
has been selected and the cursor 
is located over one of the flags, a 
picture zooms into the centre of 
the screen to show the number 
of enemy and allied tanks at the 
depots and an indication of how 
many hours it has left before 
falling to the enemy. Once a 
depot has been selected to be 
saved, on the basis of that inf- 
ormation, the Radio icon disp 
lays a beacon coming from Lone 
Wolf. The joystick is used to 
point this in the desired direc- 
tion and allows the interception 
of enemy messages indicating 
the amount and type of opposi- 
tion likely to be encountered on 
a given course. Clever use of this 
feature is used to avoid unne- 
cessary encounters and action. 
As all the campaigns last at least 
24 hours, there are dawn, day. 


84 ZZAPJ64 February 1986 















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MUMU . 


Lone Wolf s twin machine guns are the only thing that stand 
between the enemy aircraft and their potential convoy target. 


Fox /s more 
? glorified 
Battlezone than 
anything else . The 
digitized speech is 
of the most 
outstanding as- 
pects of this pro- 
gram, it's very dear 
with a distinct Ger 
man accent The graphics are 
great with very effective 3D and 
the colours used nicely . The 
options on the title screen are 
very good allowing you to prac- 
tise all the different aspects of 
the game. The game itself re- 
quires a combination of strategy 
and arcade ability making it 
slightly unusual to play. / really 
liked playing this game, and 
with its multitude of options and 
varied gameplay it's something 
which should keep a budding 
tank commander happy until the 
snows thaw. 


dusk and night sequences. Com- 
bat should really be avoided at 
night and dusk. Incidentally, if 
there is nothing but static on the 
radio, it means no opposition 
will be encountered. 

Selecting the Move icon 
moves Lone Wolf a certain 
number of units in the direction 
the Radio beacon was last 
pointing. Rommel is out to stop 
you from succeeding in your 
mission and as a result careful 
consideration must be given to 
which route is to be taken. If it 
begins to seem unlikely that a 
depot may be reached before it 
falls to the enemy then an Air- 
strike may be called in to buy 
time. There may only be one 
Airstrike in the game however, 
so it's advisable to pick your 
time with care. 


If (or when?) Rommel is finally 
encountered, it's better to have 
suffered very little damage as 
eight direct hits are required to 
make him surrender. If the 
Desert Fox does surrender, 8000 
bonus points are awarded and 
one depot is saved. Also, saving 
a convoy buys a depot more 
time and reduces the player's 


damage when he reaches it. 

IjMij Bgtx Desert Fox is an 
unusual, but very 
competent, blend 
°f strategy and a r- 
cade action, at - 
^gsjSSjk though the former 
attribute is perhaps 
9 more subtle than 
the fatter, but it 


certainly exists. On playing it is 
evident that a great deal of 
thought and time has gone into 
the game, as it is highly polished 
in appearance. The graphics are, 
on the whole, excellent and the 
sound is befitting and comple- 
mentary, especially the crystal 
dear speech. Despite being 
reminiscent of Beach Head, 
Desert Fox is a great game in its 
own right and should appeal to a 
wide variety of 64 owners. 


%’ ■* ‘’VifHwfiniiiw 

: J 

> - : r- ; ' ; • ; ; f i ; r ? ; * : ? ; * ; ? j f i * * y ; ? ; t ^ ? * * * ^ : 


Presentation 90% 

Plenty of options and slick in 
appearance. 

Graphics 82% 

Simple but effective. 

Sound 95% 

Superb FX and speech 
synthesis. 

Hookability 86% 

Easy to get into but demanding 
overall game. 

Instability 87% 

Five campaigns with increasing 
difficulty. 

Value For Money 85% 

Oodles of variety in the 
gameplay. 

Overall 87% 

An excellent blend of strategy 
and arcade action 


ZZAPI64 February 1986 85 













SPRING BOARD DIVING 


PISTOL SHOOTING 


i ■ "W 

GIANT SLALOM / 


ROWING 


CYCLING 


VERKON 






PENALTIES 


Ocean Software is available from selected branches ,o£ 

r ' JBSSDSEk. LASKYS, Rumbelows. COMtsT, 


Ocean Software 

Ocean House • 6 Central Street 

Manchester- M2 5NS 

!&ephc^^^tyB32 6633 • Telex 669977 Oceans G 












f amam 


Presentation 73% 

Unusual and 'novel' eight player 
option and attractive attract 
mode. 

Graphics51% 

Screens look good — until they 
move. 

Sound 21% 

Crude, nostalgic sound FX. 

Hookability 36% 

Dull, uninspiring play fails to 
spark enthusiasm. 

La stability 28% 

Dull, uninspiring play fails to 
rekindle spark of enthusiasm. 

Value For Money 32% 

Modern price for an aged game. 

Overall 30% 

Too similar to its predecessor 
and nothing exciting or new to 
offer. 


SPACE PILOT 

Anirog, £7.95 cass, joystick or keys 






Oh dear. This thinly 
disguised but 
much disfigured 
Time Pilot 84 done 
just totally fails to 
do anything com- 
petently. Arcade 
clones are just exe- 
rcises in program- 
ming , all the tricky sorting out of 


AH the author has to do is copy 
what he has seen. Space Pilot 2 
completely misses the point. 
Essential elements from the 
original have totally been mis- 
sed. Anirog's version is a jerkily 
scrolling , slow moving yawn of 
a game. The sprites have little 
idea what the background is 
doing. I'm sorry but Space Pilot 
2 is just not worth anyone's 
time. 


Space Pilot II 
seems to be a de 
luxe version otthe 
original Space Pilot 
released well over 
a year ago by Ani - 
Other than 
‘ erent back 

round scenery, 
there is nothing new in Space 
Pilot II worthy of mention. Both 
graphics ana sound are very 
poor by today's standards, with 
scrolling and sound FX to match 
the gamep/ay, ie stow and weak. 
As ft stands Space Pilot II is too 
simitar to its predecessor to be 
worthwhile — in fact / would say 
considering the age of the orig- 
inal, this is worse. 


SP II is that it allows up to eight 
players to compete against one 
another in the same game — 
useful if you've got a load of 
mates round and they all want a 
go. 


W hen Time Pilot 84 
appeared anyone who 
saw it gasped at its 
fabulous 3D bas-relief graphics. 
In fact it's true to say that TP 84 
has influenced quite a few pro- 
grammers and is responsible for 
a lot of the 3D bas relief games 
around today (Paradroid and Z 
for example). 

Anirog's Space Pilot II is a 
version of TP 84, although it 

It's a shame that 
Anirog haven 't pro- 
duced a true Time 
Pilot 84 done with 
graphics like Z, as 
this stands it just 
v doesn't come up to 
the standards set 
by Pino's first 
release. The graphics look quite 
nice when static , but once they 
start to scroll, or rather body- 
pop, the whole image is ruined 
by the b/ocky movement. The 
sprites are pretty and colourful, 
but slow and jerky as they follow 
their trajectories. The sound 
isn't much cop either — it mostly 
consists of high pitched whines 
and squeals which really jar the 
eardrums. The really annoying 
aspect of the game is the 
amount of time the program 
takes to give you a new life — it 
takes ages. If you do want a Time 
Pilot 84 type game then have a 
look at the others before 
deciding. 


doesn't contain all the elements 
of the arcade game — in TP 84 
there were ground targets to 
strafe, Anirog's version hasn't 
any. 

SP/I is a classic shoot em up in 
the respect that there is no 
objective to the game other than 
to stay alive and score as many 
points as possible by killing 
anything that moves. The game 
takes place over an eight way 
scrolling landscape and plays 
very similarly to Asteroids — 
your ship can be rotated through 
360 degrees as it flies over the 
surface of the alien planet. 

Kamikaze alien craft emerge 
from the sides of the screen and 
try to ram your ship, putting you 
in a kill or be killed situation. 
Occasionally a formation of 
three craft emerges, shoot them 
all and you get a points bonus. 
Being rammed isn't the only 
worry — the aliens also fire 
deadly heat seeking missiles 
which chase you around the 
screen until you either destroy 
them or shake them off. 

The game has several differ 
ent 'stages' which get more and 
more difficult as you progress 
through them. To move from 
one stage to another you have to 
survive on a stage for a set 
amount of time. This time is 
shown on screen as a bar which 
slowly ticks down. When it re- 
aches zero the landscape dis- 
solves and your ship is auto- 


matically transported to the 
next, more difficult stage. There 
are four different landscapes in 
all, although they do change 
colour once you've been th- 
rough them all. 

The basic gameplay doesn't 
change as you go through the 
levels although the aliens be- 
come faster and more cunning 
and the heat seeking missiles 
really home in at speed. An extra 
life is awarded for every 30,000 
points you score, and you cer- 
tainly need them. 

One rather unusual feature of 





ZZAP! 64 February 1986 87 








" kiM* RUN 

CftN BCXJNQcC* 

PC, 




V* 


1 


LADE RUi 

£8.95 cass, joystick or keys 

N 

N 

E 

R 





T his must be the first game 
to be based around the 
music of a film. Apparently 
the rights to the actual Blade 
Runner film are so complex that 
the only way CRL could get the 
name of the film on their pack- 
age was to licence the Vangelis 
soundtrack! So now you know. 

The game is set in the not-too- 
distant future — twenty four 
replidroids, genetically pro- 
duced human robots, have 

Blade Runner is 
one of my all-time 
favourite films and 
/ therefore looked 
forward to the re- 
lease of this game 
with anticipation. 
Unfortunately / 
found it to be com 
pletely unplayable due to its 
difficulty. During the chase se 
quence you can either run on the 
road or the pavement. If you run 
along the road then you get hit 
by cars that are clearly on the 
other side of the road, and if you 
run on the pavement you get 
knocked down if you hit a ped- 
estrian! There are other really 
niggly aspects too — the pauses 
at the start and during a game 
are a real pain. Whenever you 
start you're asked whether or 
not you want to redefine the 
keys — this takes ages. Another 
massive delay happens when 
the program switches from 
skimmer to chase mode : your 
skimmer slowly lands and the 
music slowly fades before your 
character is deposited on the 
street. AH these delays during 
the game makes it terribly slow 
to play and therefore makes the 
whole thing frustrating. It's a 
shame the game has so many 
faults, if these had been ironed 
out then it could have been quite 
fun to play. 


landed on Earth and are trying to 
destroy their creator and so end 
the slavery imposed upon them. 

You take the role of a Blade 
Runner — a person employed by 
the police force to track down 
and kill any replidroids which 
land on Earth. There are six 
types of replidroids, a replidroid 
one is slow and pretty stupid 
and a replidroid six is superiorto 
a human in its physical abilities 
and just as intelligent. 

The replicants have reached 
your city and you've been as- 
signed to kill them before they 
kill their maker. You start the 
game in a skimmer — a flying 
police car that allows you to 
travel through the city at high 
speed. In the skimmer the 
screen shows three displays 
which all have to be used whilst 
playing the game. The main 
display is a short range detailed 
radar map of the local area al- 
lowing you to navigate the maze 
of streets. It also shows if there 
are any replidroids in the loca- 
lity. A second, smaller screen is 
another radar map, although 
this one shows the whole city 
and your position in relation to 
the replidroids'. The final screen 
is a text readout giving inform- 
ation on the number and type of 
replidroids within the locality. 

On the main screen your skim- 
mer is represented as a cursor 
that can be moved about the 
streets. If you locate a replidroid 
then move your skimmer over it 
and press fire. You automatic- 
ally land and are put into chase 
mode. 

The screen switches to an 
Entombed-type display of a 
crowded street. The skimmer 
lands, you get out and the chase 
begins. You have to run after the 
replidroid and shoot it. Not an 
easy task since the streets are 



Disappointment 
One had to be the 
music — after all, 
we're told this is 
based on the Blade 
Runner music by 
Vangelis NOT the 
Blade Runner film. 
Perhaps you don't 
know the film's music — it could 
have been written for a hypnotic 
game on the 64. However, Blade 
Runner the game has a sadly 
undernourished version in 
which you can hear how good it 
would have been but for some 
more ' production ' value. In that, 
it's like the game, because 
Disappointment Twoihas to be 
the content. Running along a 
grey pavement avoiding white 
and grey vehicles that kill you 
from the wrong side of the road 
and dodging white animated 
blobs set against a grey back- 
ground suggesting ever so sli- 
ghtly the street scenes from the 
movie, that scrolls inexorably by 
in one direction, recycling the 
screen like a very cheap TV car- 
toon background — well it just 
lacks some vita / ingredient 
somewhere. / am very sorry — 
somewhere inside CRL's Blade 
Runner, there's a really great 
game screaming to be let loose, 
unfortunately they've tied it up. 

packed with people who must 
be dodged, if you bump into one 
then your game ends. You can 
run along the road if it's clear, 
but oncoming vehicles do pose 
a problem. 

At the bottom of the screen 
lies a scanner showing how far 
ahead the replidroid is and 
whether any vehicles are appr- 
oaching. If you let the replidroid 
outrun you it disappears off the 
scanner and your skimmer 
drops down, picks you up and 
the game switches back to skim- 



Despite being 
based upon the 
film's soundtrack. 
Blade Runner the 
computer game 
seems to borrow 
quite a lot of its 
scenario from the 
actual film's plot. 
Replidroid, Replicant? It's all 
very similar. Even the main 
sprite seems robed in a very 
Deckard style macintosh. Blade 
Runner is very hard. After ano- 
ther ZZAPi minion phoned CRL 
to complain over the game's 
difficulty he was informed that 
'Once you've got your first 
Replidroid, you'll never put the 
joystick down.' Lucky / was 
playing using the keyboard op- 
tion or / would have most cer- 
tainly got hooked. As it hap- 
pened, / wasn 't and it's not likely 
that anyone else will be. The 
graphics are very sub-standard. 
The innocent bystanders getting 
pushed into the pavement by 
the running Replidroid took very 
Lowryesque, monochromatic 
matchsticks plodding through 
bland backgrounds. Landing 
and taking off to destroy Repli- 
droids takes way too long, each 
time you have to sit through a 
convoluted animation sequence 
that soon gets tedious. Despite 
the hype. Blade Runner misses 
out on what was a potentially 
excellent game. 


mer mode. 

When you land you're given a 
bounty based upon the repli- 
droid you're trying to catch — 
1,000 for a replidroid one 
through to 6,000 for a six. Also, 
as you chase your quarry, a 
second bounty ticks down until 
you catch it. When you do the 
bounty remaining is turned into 
points. 


Presentation 57% 

Despite reasonable options but 
there are too many delays 
between games and lives which 
become a serious irritation. 

Graphics 67% 

Bland with single colour sprites 
and ineffective 3D. 

Sound 72% 

Competently executed, but 
uninspired version of the 
Vangelis theme tune. 

Hookability 36% 

Initial excitement soon gives 
way to frustration. 

Instability 31% 

Very slow, unplayable and dull. 

Value For Money 37% 

Not worth the money even if 
you're an ardent Blade Runner 
fan. 

Overall 39% 

The potential of a Blade Runner 
video game has not been 
realised. 


88 ZZAP! 64 February 1986 



"LOVep’TWt MOv/lfc/' 









Imagine Software ( 1 984), 6 Central Street 


Manchester M2 5NS. Tel: 061-834 3939. Telex: 669977 


SPECTRUM 48K Mikie plays a knockout frantic farce in the classroom, locker room COMMODORE 64 

and the high school cafeteria. Hip-zap, door attack, throw b alls and 
pies...but can you make him hand his love letter to his girl-friend? 


SPECTRUM 48K MIKIE 

Imagine Software Is available from selected branches oh 


He's the hottest cookie in school! 




.WHSMITH.^I 


woounmrm. LASKYS Rumbelows, 


AMSTRAD 

Spectrum Shops and all good dealers. 


















IT MUST 86 2 foe 22flr/ 





on' 





thing is p gmtf/c^// ,, 


STARION 

Melbourne House, £9.95 eass, disk, joystick or keys 



Jilpillii 


SpfeiwiWi 

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Having destroyed an alien time bandit, there's a letter N to be 
collected — or is it a Z? 


S tarion is set in the far- 
distant future. The story 
takes place in the year 
2010 and you play the role of 
Starion, a brilliant rookie fresh 
from the space academy. Be- 
cause you're so good (?) you've 
been trusted with the one and 
only timeship — uour mission: 
to rectify the devastation 
wrought in the space-time cont- 
inuum by evil aliens. What these 
revolting specimens have done 
is to remove items of historical 
significance from important 
events causing trouble through- 
out history. 

To rectify this you have to go 
and retrieve the stolen items by 
patrolling the outer regions of 
space, intercepting and destroy- 
ing the alien *ships. As you des- 
troy each enemy ship it re- 
assembles and forms a letter 
which must be collected and 
stowed aboard your ship. Later, 
when you have collected the 
required number of letters, you 
are asked to unscramble the 
resulting anagram to make a 
well known word that fits a given 
period in time. 

When you have unscrambled 
the word you must locate the 
entrance to a time warp and fly 
into it, whereupon a time grid is 
displayed. Each grid has nine 
time zones and you must decide 
which of the time zones contairts 
the historical event that your 
cargo fits. For example, were it 
V-l-C-T-O-R-Y you might think of 
Nelson and the Battle of Trafal- 
gar — then again, you might 
not! 

Having solved the problem, 
you are rewarded with fresh 
oxygen and fuel enabling you to 
fly off and solve the next time 


zone. However, should your 
cargo not fit the current problem 
then you are forced to attack 
other enemy ships found within 
that zone to allow you to gain 
enough energy to escape and 
find the correct zone. 

To give you some idea of the 
task ahead here's the nature of 
the space-time continuum. In all 
there are 3 time blocks, within 
each block there are 9 time grids, 
each time grid has 9 time zones 
and space has 3 dimensions. If 
you're good at maths then you'll 
be able to work out that Starion 
has 243 time zones in all. 

After correcting history in the 
9 zones of a grid you gain access 


The Spectrum and 
Amstrad versions 
of this game are 
very impressive 
due to the speed of 
the graphics and 
their playability. 
Unfortunately the 
Commodore vers- 
ion is highly unplayable and has 
really awful graphics . The up- 
date on the vectors is very slow 
making the whole program look 
rather jerky. Playing it is even 
worse — due to the speed and 
the time gap between updates 
tracking even the slowest of 
alien craft is a real chore. Picking 
up the letters is diabolically 
difficult and when playing it took 
heaps of passes before the first 
fetter was picked up. ft's a shame 
that the graphics and playability 
are so lacking , especially since 
Starion is such a good game on 
other computers and in itself — 
but as the Commodore version 
stands it's very dull to play 
indeed. 



to the next one by solving the 
anagram made from the first 
letter of each of the zone words. 
Access to the next block requires 
the first letter of each of the grid 
words to be solved. To reach 
'event zero' and the ultimate 
rank of 'creator' the player must 
form the password from the first 
and last letters of each of the 
three grid words. 

If this begins to sound like an 
educational program, don't 
panic. The screen display shows 
instantly that this is a 3D space 
arcade game. The cockpit view 
uses vector 3D to describe the 
enemy ships and letters. Below, 
the instrument panel indicates 
details on speed, hull tempera- 
ture, enemy location, pitch, role, 

Conversions usual- 
ly seem to go the 
other way, from the 
machines with the 
better sprite hand- 
ling capabilities to 
those with the less 
flexible. The Spec- 
trum is pretty 
good, however, at handling 
vector, wire frame graphics at 
speed, witness Elite, generally 
considered better on the 
Speccy. Starion beat Elite out on 
that machine and although 
perhaps not as dense a game 
still rated highly because of its 
fast 3D graphics and entertain- 
ing content But now on the 64 
it's another story because it's so 
slow. That means the shoot em 
up sequences have become dull, 
removing half the fun . If you 
enjoy anagram solving with a 
historical bent, then Starion has 
plenty to offer, but the game has 
become splintered and fails to 
satisfy totally. 

yaw, fuel and oxygen levels. The 
bi-planar scanners show the 
location of other objects, hori- 
zontally and vertically, be they 





It's amazing how 
disappointing con- 
versions can prove. 
The Amstrad and 
Spectrum versions 
by David Webb are 
excellent but for 
some reason Mel- 
bourne House have 
ready slipped up with the 
Commodore version, I'm afraid 
to say that it's awful. A lot of 
readers seemed disillusioned 
with Firebird's Elite, annoyed at 
how slow and flickery the vector 
graphics are. Starion is a dem- 
onstration of how slow vector 
graphics are capable of running. 
The nice gameplay aspects from 
the old versions are still incor- 
porated but the main space 
battle scenes are just so slow, 
interest very quickly fades. The 
surrounding spaceship cockpit 
graphics are very nice but that's 
the only good thing / can drag 
myself to say about this miss- 
release. 

ships, mines, missiles or just 
debris. 

Above the scanners the year 
of the current time zone is 
shown, vital when trying to 
solve the time zone problems. 
The hull temperature is also vital 
because the outside tempera- 
ture increases with speed and 
excessive laser fire. The hull can 
also be destroyed by direct hits 
from enemy weapons or colli- 
sion with space rubbish. The 
general debris cannot be des- 
troyed so you must steer around 
it. 

Points are awarded in accord- 
ance with the speed with which 
the player completes each stage 
of the game, as well as for the 
destruction of enemy targets. 
The player is promoted depend- 
ing on the number of zones, 
grids and blocks that have been 
solved. 


Presentation 76% 

The player can start in any 
timezone, but there are no other 
options. 

. . . v ' 

Graphics 44% 

Very poor vectorgraphics which 
don't seem to work well. 

Sound 78% 

Nice backtrack, but does tend to 
get repetitive. 

Hookability 53% 

The game is very unplayable 
due to the update on the vectors. 

Instability 46% 

Destroying spaceships soon 
gets tedious and spoils the fun 
of solving the puzzles. 

Value For Money 43% 

Well below Melbourne House's 
usual standards. A • 

Overall 45% 

Avery disappointing conversion 
of an otherwise interesting idea. 




90 ZZAP! 64 February 1986 







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nteds to 


In case you didn't notice, Gertie Goose needs to get round the table 
to win, but the Demon King has hidden her eggs. 


tab I e to - 


92 ZZAP! 64 February 1986 


G ertie Goose is a tough old 
bird who spends hertime 
like most geese do, lay 
ing eggs, eating and generally 
enjoying life in a goosey sort of 
way. All of a sudden these hal- 
cyon days are rudely interrupted 
by the arrival of an evil and 
vicious Demon King and his 
horrible minions. This diabolical 
character decides to ruin Ger- 
tie's life and steal her eggs, what 
a rotter! He does so, and wheels 
them away to his numerous 
inner sanctums in the depths of 
the forest where they look like 
doors sticking out of the 
landscape. 

This is where you come into 

Gertie Goose is a 
very simple game 
indeed in both its 
looks and game- 
The graphics 
pretty awful 
a terrible col- 
our scheme that 
really wrenches the 
eyeballs. The backgrounds are 
extremely basic and the main 
character is flickery and keeps 
changing colour (rather like 
attributes on the Spectrum). The 
sound is awful too , mostly con- 
sisting of parps and poops. This 
type of game looks very dated — 
like the sort that you'd have 
bought in early 1983 and felt 
disappointed with even then. 
There's no way that it should sell 
at £ 7.95 — £1.99 would still be 
too expensive . . . 


the game. Playing Gertie you 
have to enter the forest, find the 
keys to the various inner sanc- 
tums and recover the eggs. The 
Demon King, being a really, 
really nasty piece of work has 
left his soldiers to guard the 
eggs and prevent Gertie from 
rescuing them. 

The game takes place over a 
multi-directional scrolling 
landscape and is viewed from a 
camera perspective (like Inter- 
national Soccer). The landscape 
is littered with trees, rocks and 
other obstructions which hinder 
swift progress through the 
forest. 

To get the eggs Gertie must 
first find the keys to the inner 
sanctums. These are dotted 

Have the Ree/ax 
people come thr- 
ough a time warp 
from the past? 

've had three 
games to look at, 
and they all bear 
the hallmarks of 
extreme age, in 
ideas, execution, sound and ap- 
pearance. It seems odd that any- 
one should want to program 
them, let alone market them. 
This is a shame since it's always 
much nicer to welcome new 
software names than to have to 
pan them. Gertie Goose has 
better graphics than One Bite 
Too Deep, but that's not saying 
much, the game, too, is margin- 
ally beter. 


around the forest and are picked 
up automatically when run over. 
When a key is picked up one of 
the doors of the inner sanctum 
flashes. If you touch it then you 
are allowed entry and can pick 
up the egg. Care has to be taken 
though, each sanctum has a 
soldier guarding it and if he 
touches Gertie then a quarter of 
the egg is lost to the Demon 
King. If, when Gertie has collec- 
ted all the eggs, the Demon King 
has more eggs than Gertie then 
you lose. If Gertie has the most 


then she wins and the Demon 
King is dispelled and she's free 
to live her own life again like all 
liberated geese should merely 
awaiting retirement — and the 
eiderdown. 

Throughout Gertie's search 
she is pursued by the evil one's 
soldiers which makes it difficult 
to collect more pieces of egg 
than the Demon King. If you 
manage to solve the game, 
though, you can up the difficulty 
level on the title screen and try 
again. 


ONE BITE TOO DEEP 


Reelax, £7.95 cass, joystick or keys 


O ne Bite too Deep is a 
multi-directional scrol- 
ling arcade adventure 
which is viewed rather like 
Sabre Wulf. You take the role of 
Oscar, a brave and fearless 
adventurer who has been given 
special powers to allow him to 
defeat the Master. The story 

y. < ‘ >:• : • " • . ■ ' . - > £ • . 

The colours used in 
this program have 
got to be amongst 
the most technical- 
ly vile you can pos- 
sibly conjure up on 
the 64 - they're 
really eyeball wr- 
enchingly awful. 
The scenery looks very amateur- 
ish and some of the buildings 
look like they've been drawn up 
by a five year old. The scrolling 
is pretty blocky, and the anima- 
tion of the characters is poor. 
The gameplay is very easy in- 
deed, even on the most difficult 
level. A hardened gamester 
should be able to solve the game 
within a few goes! This game 
would just about have passed as 
an average game two years ago, 
but now, even with its £7.95 
price tag, it's just not good 
enough. 


goes that the evil influences of 
the Master has broken out from 
his tomb and are rapidly spread- 
ing. His servants have started to 
run riot and have acquired a 
taste for human blood, so you 


must be careful. 

What you have to do is search 
the landscape to find the Rese- 
arch Station, the place where it's 
all happening and enter it. As 
you're searching for this awe- 


X 


1 just can't believe 
Reelax have got the 
to release a 
game as bad as 
One Bite Too Deep. 

/ would have been 
disappointed if / 
had bought this 
game a couple of 
years ago at a considerably 
cheaper price, but now at eight 
quid! Sound is virtually non- 
existent and the graphics are 
obscene — the sprites and back- 
rounds made me cringe and / 
ave never seen such appalling 
use of colour in a computer 
game before. One Bite Too Deep 
plays just as bad as it looks and 
sounds, and has to rate as one 
of, if not the worst piece of soft- 
ware yet seen on the 64. 

some place the servants of that 
evil Master are searching for you 
. . . and they tend to find you with 
ease. These horrendous and 
frighteningly horrible servants 
come in the form of giant vam- 
pire bats and huge floating 
green skulls. 

If they touch you then they 
start sucking the blood from 
your body. Your blood is shown 
on-screen as a bar which dimin- 
ishes as the blood is sucked out, 
needless to say that if your 
blood bar reaches zero you're 
out of gas. 

You're not totally defencless 
and carry a knife which is activ- 
ated by pressing the fire button. 
If you hit one of the servants it 


GERTIE GOOSE 

Reelax, £7.95 cass, joystick or keys 









The handsome shape of Gertie Goose is seen outside a log cabin (?) 


SUBSCRIBE TO 


Presentation 47% 

Useful 'help' screen and level 
select. 

Csraphics 16% 

Very basic graphics and an 
'orrible colour scheme. 

o 

Sound 4% 

Eh? 

HookabiUty 19% 

The game is very simple . . . 

La stability 9% 

. . . and consequently it palls 
swiftly. 

Value For Money 1 2% 

Much too dear for sucn an 
outdated game. 

Overall 14% 

May appeal to the very young, 
but only may. 


Address 


FOR A YEAR'S 

WORTH 

OF GAMES INFO 
AND FUN 


As a subscriber to ZZAP!, you qualify for large future discounts 
on selected games, AND by using your subscriber code number, 
you also qualify for the regular, standing discount on software 
purchased through ZZAP MAIL ORDER! ! 


When told that 
Gertie Goose is to 
retail for £ 7.95 / 
honestly thought it 
was a joke. Most 
companies' budget 
ranges do not de- 
serve this as one of 
their titles. Even in 
the dawn of 64 software devel- 
opment titles of a standard tike 
this where only produced by the 
true pioneers of bad taste. The 
graphics are awful f , all the col- 
ours that don't hit it off in 
combination have all been em- 
ployed to create a pizza-like 
effect. To add to the nausea- 
inducing colour scheme , all the 
sprites epiletica/lv canter ar- 
ound the screen. Reefax should 
sit back, look at their product 
and do something else. I'm 
afraid that Gertie Goose has 
managed to slip totally below 
my comtempt. To quote a man 
much admired ' 'Reefax, don't do 
it.' 


ZZAP! 64 SUBSCRIPTION 

Yes, I want to subscribe to ZZAP! 64 for one year 
Name 


Postcode 


I enclose a cheque/postal order for £14.50 
made payable to NEWSFIELD LTD. 


ZZAP! SUBSCRIPTIONS, 1-2 King Street, 
Ludlow, Shropshire SY8 1AQ 


flies away for a short period of 
time to recover. You also have a 
jimited shield which gives you 
immunity from the blood suck- 
ing powers of the servants — 
this works in the same way as 
the blood bar and diminishes 
every time you use it. 

If you manage to find the 
Research Station and success- 
fully enter it, then you can begin 
your search for the five objects 
which, if collected, allow you to 
defeat the Master. There are 36 
rooms inside the Research Sta- 
tion and the objects are hidden 
randomly within its walls. To 

Of the three pro- 
ducts to from Ree- 
lax to enter the of- 
fice this month One 
Bite Too Deep is by 
no means the 
worst of the bunch 
but that is recom- 
mendation in itself. 
As with their other productions, 
Reelax's Bite is of unbelievably 
awful quality. The graphics usu- 
ally create the first impression of 
a game and Bite too Deep's are 
awful. Drunken bytes swilling 
around on confused and ghastly 
coloured backgrounds do not 
particularly impress anyone, let 
alone me. Ignoring the optic 
torture and paying more atten- 
tion to the gamepfay / was left 
wishing / hadn't Don't buy this, 
it may encourage other releases 
of this sort. 




pick up an object simply run 
over it. 

Once you've got all five ob- 
jects then you can complete 
our objective by finding the 
aster's tomb and bricking him 
in. 

If you manage to solve the 
game then you can always try to 
do it again on one of the harder 
levels by changing the difficulty 
option on the title screen. 


Presentation 47% 

Nice help screen and level select 
but nothing else. 


Graphics 13% 

Revolting colours £ 


Revolting colours and very basic 
graphics. 


Sound 4% 

Notta lot. 


Hookability 16% 

Initial interest. 


Lastability 7% 

But the game is terribly easy and 
lacks action. 


Value For Money 6% 

This game definitely doesn't 


warrant its price tag. 


Overall 9% 

It's a shame to see software as 
bad as this being released today. 



'OOHJ *<*•••/" ZZAP! 64 February 1986 93 














94 ZZAP! 64 February 1986 


HauiCou* ureaphe 

your pen wrist. 

^ DIaoca ennrl v 


European orders please add 50p. per 
item for the extra postage. Other 
countries by application in writing for 

P ostal quote. 

lease allow 28 days for delivery 


Please send me — ZZAP! 

T-shirts 
£4.50 each SD MD LD 
. Sweatshirts £8.95 each 

SD MD LD 
..ZZAP! Caps £3.95 each 


Name . . 
Address 


Postcode 

I enclose cheque/postal order to ZZAP! 64 for 
£ 


ZZAP! 64 MAIL ORDER DEPT., PO BOX 10, LUDLOW, SHROPSHIRE SY8 1DB 


It just isn't possible to be 
correctly dressed unless you're 
Zzapped up properly. How can 
you haute couture or strut your 
stuff without wearing ZZAPl's 
height of fashion clothing lines? 
No, there's simply no way out of 
being IN, and if you're in, then 
you'll never want to be out of 
your ZZAP! shirts and cap. 
Anyway, you get the idea, so 
onto the real business in 
hand . . . 

Slinky T-shirts in high quality 
100% American cotton with 
double stitching on neck and 
shoulder seams for lasting wear 
(sequins are an optional extra 
you'll just have to stitch on 
yourself). Adorned with the 
ZZAP! logo and your favourite 
hero, Rockford (well, if you hate 
him, you can always hang the 
shirt up and throw darts at it), 
the T-shirts come in three sizes, 
in pale grey. How can you 
resist . . . ? 

For extra protection against the 
British weather and various 
laser blasts, how about a ZZAP! 
Sweatshirt. These are long- 
sleeved, heavy quality and 
fleecy lined with double 
stitching on neck and shoulder 
seams. Colourfast, machine 
washable pale grey and hugely 
improved by the ZZAP! logo and 
(guess who?) the sweatshirts 
also come in three sizes. 

Having got that alien-terrorising 
torso safely covered up, have 
you considered the danger from 
cosmic rays constantly pressing 
down on your head? You have? 
Then it's time to do something 
about it by getting a ZZAP! Cap. 
It probably won't do much for 
the cosmic rays, but it will tell 
everyone you're a conceited 
snappy dresser and make them 
think you get great scores on 
Dropzone. These cotton 
wonders have a stiffening of 
foam, a reinforced peak and a 
snap fastener at the back to 
adjust for big heads. One size fits 
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scorers on Dropzone) and they 
come in dark blue with a white 
ZZAP! logo. 


. ''fi 


0 ^ 













THE LUCASFILM INTERVIEW 

George Lucas was one among the generation of new Hollywood film directors who emerged during the 70s to 
regenerate the cinema. Lucas made a science fiction film called THX 1 138, hardly anyone saw it. He followed it 
up with AMERICAN GRAFFITI, it fared well and people reckoned a new talent had emerged. But with the third 
film , STAR WARS, George Lucas became a giant , and together with his friend Steven Spielberg , revolutionised 
the fading fortunes of modern cinema. Since then , he has gone on to produce films , create Industrial Light and 
Magic , a special effects company centred around the use of computers and now his company , LUCASFILM has 
inevitably turned its attention to electronic entertainment in the form of computer games. Lucas was able to build 
on the strength of his film computer division , the men responsible for the fantastic effects in films like RETURN 
OF THE JEDI and STAR TREK, to produce games that would be new and different , sure to change the nature of 
computer games. 

To date LUCASFILM has produced only four games, all of them have been innovative and here in Britain they 
have been hailed as the best of new American software. Thanks to the good agency of ACTIVISION who market 
the games in Britain , we were able to set up an hour and a half telephone link to Lucasfilm 's headquarters in Marin 
County near Los Angeles. The resulting material is too long for one issue , so we're breaking it up into two parts 
with the second half next month. For this ZZAP! exclusive , GARY PENN was on the line to ask the questions. 


THE LUCASFILM INTERVIEWS: PART I — DAVID 
FOX (PROJECT LEADER FOR RESCUE ON 
FRACTALUS) 


First of the Lucasfilm team to 
speak to Gary Penn was David 
Fox, Project Leader for 
Rescue on Fractalus. Gary 
began the session by asking 
David whether he was 
actually responsible for the 
fractal routines used in the 
ame. 'No I didn't do the 
ractals — it was Loren 


"We're all very much 
impressed with the type of 
work that George Lucas did 


with his films." 


f, 

Carpenter. I was the project 
leader for the game. We had 
three people on the project 

— myself and Charlie 
Kellner.' David went on to 
elaborate, 'In addition to the 
sound he did the flight 
dynamics, a lot of the 
animation routines — things 
like that. Loren Carpenter 
was responsible for the 
fractal routines — he's not 
here right now.' 

When asked by Gary about 
how many people worked on 
a game, Dave replied, 'It 
varies. In the case of 
Ballblazer it was mostly 95% 

— 90% Dave (Levine's) work. 
Peter Langston did the 
intelligence routines for the 
practice droids and some of 
the music — most of the 
music. And at the other 
extreme, with say Koronis, 
we had three people working 
on it — Rescue had three 
people — I guess I'd say 
between one and three 
people working on a game. 
Then on top ofthat we also 
have artists who did the 
animation artwork.' 



GETTING A FILM-LIKE 


So how did the team get 
involved with Lucasfilm? 'It 
was about three and a half 
years ago and George Lucas 
said that we should be 


working in active 
entertainment. So to the 
computer division we 
brought on a man called Peter 
Langston, who also had an 
agreement with Atari to do 
development work. That 
continued for the first two 

§ ames, but unfortunately just 
efore the first two games 
were ever released, Atari 
changed hands and we ended 


up going entirely different 
ways.' 

Gary asked David why, 
despite the fact that none of 
the game were based on 
George Lucas's films, they all 
seemed to possess a film like 
quality. Where then did the 
ideas actually come from? 

'I'd say that the people that 
came here, or the reasons we 


ended up here, are because 
we're all very much 
impressed with the type of 
work that George Lucas did 
with his films and we 
appreciate film type 
experiences, so we did the 
games in a conscious effort to 
create that feeling and bring it 
over into the games. The 

ZZAP! 64 February 1986 95 










s*fl 


mm 


wmm 


]amiiuiuuiiuiiuu^ 






pm 





mm 


"We really wanted 
to create an 
experience of 
exploring a new 
universe." 










' 


games themselves — each of 
them came about in different 
ways. Like in the case of 
Rescue it started out with me 
sharing an office with Loren 
Carpenter, and him being an 
expert with fractals — well, 
we were wondering what 
would happen if we could 
somehow incorporate that on 
a small computer. And then 
the game scenario came out 
of that, and went in that 
direction. So in that case we 
came up with the graphics 
idea first — the game came 
out of the graphics routine. 
The other two games, 

Koronis and Eidolon, just 
went in the other direction — 
the ideas were first and the 
graphics followed.' 

TRENDS AND 
TENDENCIES 

When David mentioned that 
each game took about a year 
to design, Gary enquired as 
to how much of that time a 
game would spend in 
development or whether it 
was a case of development 
and programming being 
simultaneous. The initial part 
is the concept, generally, and 
then — that's how we do it 
now — it's purely concept 
first and then development 
afterward. There's 
development all the way 
though the whole phase, 
although we usually have a 
pretty good idea of where 
we're going.' 

One thing the Lucasfilm 
team is not famous for of 
course, is having a prolific 
output. Four games in three 
ears is a figure that might 
lave some software houses 
desperate to release 
whatever they could as soon 
as possible. Lucasfilm 
however, are evidently more 
patient in this respect. 'Well, 
we're continuing with other 
projects, but I really can't go 
into them specifically — 
we're continuing to do some 
work on home computer 
games and we're looking into 
some other areas.' And what 
of the future? The American 
market seems to thrive on 
simulation and strategy 
games. 'Right. That's — I 
think that's probably going 
continue. People seem to o 
looking for deeper and 
deeper games because 


96 ZZAP! 64 February 1986 




to 

e 


>L*t 


they're not interested with 
video games any more. They 
don't seem to carry, so they 
want something which they 
can really spend lots of time 
in and explore the play areas 
of the game, so they need to 
be more and more complex, 
deeper and richer.' 

David made a reassuring 
statement after Gary had 
expressed his surprise at 
some of the poor reviews 


Ballblazer received in the 
States. 'I've seen both good 
and bad reviews for most of 
our games, actually. 
Ballblazer — there have 
been some excellent reviews 
too. It's seems like it's really a 
matter of taste. Like some 
people we've talked to, 
they're convinced that one 
game or another game are 
fantastic games, and in some 
ways I think that's great — it 


m # « * 


means we aren't just 
appealing to the exact same 
market with all our games.' 

With that one neatly dealt 
with, the inevtiable question 
arrived. Did George Lucas 
contribute in anyway? 'In 
some ways — yes. It's his 
company and he's essentially 
the senior designer and 
developer of any project that 
happens here. He has been in 
from time to time to give us 
support on the projects we 











do.' Apparently, George also 
contributes game ideas and 
although the team aren't 
working on an adaptation of 
any of his films at the 
moment, no one seemed too 
certain about what might 
happen in the future. 

Ever the patriot, Mr Penn 
went on to ask David if he had 
seen any British software and 
how he thought it compared, 
only to be answered, 'I have 
not seen very much, no. So I 
can't really say how it does 
compare — Noah might be 
able to answer that question, 
because of all of us, ne's the 
one who plays games a lot.' 

There's no doubt that 
Lucasfilm take their aims very 
seriously when creating a 
new game themselves, 
however. 'I would say when 
we're designing a game, the 
aim is to create some sort of 
an experience — in most of 
our cases it's trying to have 
something happen that we 
want to . . . we really want to 
get someone feeling like 
they're in a new universe. We 
really wanted to create an 
experience of exploring a 
new universe. 

'It's the sort of thing that 
happens in a George Lucas 
film. It's like you've been 
transported to somewhere 
else. Most of us like that 
feeling and we wanted to be 
able to transport the person 
to another universe too, 
through a game that's really 
different. I think it's very 
exciting to do that. I wish we 
had wide screen and stereo 
sound and things like that, to 
make the experience even 
stronger. But we're doing the 





iPiiiiilii 

MiiiWr^ 







best that we can within the 
limitations of the machines.' 


FITTING IT ALL IN 

On the subject of machines, 
Lucasfilm use a 68000 based, 
semi-micro development 
system to design their games. 
It runs the Unix operating 
system and an assembler. 
From there, they download 
the code to the Commodore 
and Atari machines. 
Unfortunately, they feel the 
pinch of the limited memory 
on these eight bit micros. 
When it comes to the crunch, 
David is certain about which 
gets the best results from the 
treatment. 'I think our stuff 
looks the best on the Atari, 
but they're fairly close on the 
Commodore, although the 
graphics are certainly slower. 
We've been able to come 
across on both machines. 
There are some things you 
can do on the Atari that you 
just can't match, like the 
shading — if you take a look 
at Koronis Rift on the Atari . 

' But then, unlike Fractalus, 
Koronis Rift didn't appear to 
be a straight conversion. It 
looked as if both versions 
were written specifically for 
each machine. David adds, 
'Yes, with Rift the 
Commodore version and the 
Atari version were both 
developed in parallel and we 
tried to make each version 
look the best we could within 
each machine's capabilities.' 

While they were on the 
subject of different 
machines' capabilities, Gary 
took the opportunity to ask 
about Lucasfilm's plans for 
software on the new mega- 
machines, Commodore's 
Amiga and the Atari ST. 'Well, 
we're watching the market 
with the new computers. We 
have an Amiga; we've played 
with it a bit and with the 
direction the computers are 
going in, more speed and so 
on, the better we can make 
our games look and what we 
can do with them. 

'In terms of graphics and 
sound — I think that what 
we've done can be refined a 
bit more more, but I don't 
think we can make a huge 
leap on that. We're 
approaching the limits of 
what can be done (on the 
eight bit computers), but 
doing what we're doing with 
say fractal based landscapes, 
we're really limited by the 
computer's graphics 
capabilities and also the 
speed of the processor. I'm 
not sure whether we have 
anything in the future that 
we'll doing with fractals. 


THE LUCASFILM INTERVIEWS: PART II — CHARLIE 
KELLNER (PROJECT LEADER FOR THE EIDOLON) 


The Eidolon is arguably 
Lucasfilm's most innovative 
and thought provoking game 
to date. And yet, as Gary 
discovered, tne original the 
game concept came from a* 
relatively simple background 
as Charlie Kellner explains, 
'Well, actually, that's an 
excellent question. I'm really 
not sure where the 
inspiration actually came 
from. In general, I'm a 
collector of dragons and I 
have been interested in them 
for a long time. And so has 
Gary Witnik — the fellow who 
did the artwork on it, and 
together we wanted to do a 
game with dragons in it.' 

One of the game's 
strongest features is its 
incredible animation 
sequences. So how were they 
achieved? 'Thank you for the 
compliment,' says Charlie, 
'but the animation did not 
turn out as spectacular as 
we'd hoped. We were hoping 
to be able animate a large 
number of creatures, most of 
them at the same time, but it 
turned out to be beyond the 
limits of the machines. 
Actually, the cell animation 
that we're doing is very 
similar to cartoon style 
animation. Each creature that 
you're looking at on the 
screen is composed of up to 
six independent moving 
parts.' 

FRACTAL GRAPHICS 

Most of the Lucasfilm titles, 
with the exception of 
Ballblazer take advantage of 
fractal based graphics. Gary 
assumed this to be the case 
with Eidolon. 'Oh yes, the 
corridors are fractal 
generated. It's an adaptation 
of the original fractal 
generator that produced for 
Rescue. The fractal 
backgrounds of the caves 
were produced using the 
same type of fractal 
technique that Loren 
Carpenter produced for 
Rescue, but the application 
of it was quite different. We 
tried to produce a feeling of 
enclosed space rather than an 
open plain with mountains. It 
turns out there are major 


"I'm a collector of 
dragons and I have 
been interested in 
them for a long 
time." 

differences in the routines 
which drive the fractal 
generator but the fractal 
generator itself is exactly the 
same. It turned out to be 
more adaptable than we 
thought — I think there's a lot 
of flexibility for the future 
too.' 

For someone who 
developed such an original 
game, Charlie Kellner nas 
some interesting views on the 
f utu re of the market — 
specifically the next year or 
so. 'Well, I think in general 
we'll be moving away from 
the concept of games, but 
we're trying to adapt games 
into more interactive 
technology. We're trying to 
produce an experience tnat's 
like being part of film, rather 
than just oeing part of a 
game. But we want to 
maintain the game aspect of 
— the play aspect of a game. I 
think the thing that we're 
trying to do in the future can 
best oe described as play 
rather than games. We want 
to produce a development, 
perhaps a toy box for people 
to play with and let them 
invent their own games.' 

Charlie confirmed David 
Fox's earlier statement that 
the game had taken at least a 
year to create. While he 
enjoyed working on it, there 
were, he admits, 
complications. 'Well, actually 
we aid have to modify the 
design. We started out with 
something completely 
different, that was difficult to 
even recognise as the same 
game. And really, by just 
changing a small portion of it, 
changing the theme of the 
game we were able to 
maintain 90% of what we 
wanted to do originally. And 
came up with a completely 
new games concept.' 



THE LUCASFILM INTERVIEWS: PART THREE — 
NOAH FALSTEIN (PROJECT LEADER FOR KORONIS 
RIFT) 


At this point, Noah Falstein 
came on the line. The game of 
futuristic Techno-scavenging 
looks set to become a classic 
along with the other 
Lucasfilm epics. Did being 
the project leader on 
Koronis Rift mean it was his 
brainchild also? 'Yes, it was 
my idea. I wanted to do 
something. We had just 
about finished Rescue and 
Ballblazer at that time and I 
wanted to do something that 
improved on what we'cfdone 
— in particular with Rescue, 
in that I thought the fractals 
were a very good piece of 
software ana that it would be 
nice to design a game that 
used them a little bit more 
directly. 

'We had this way of making 
reproducable landscapes that 
were full 3D, and in Rescue 
you don't really care about 
the fact that they're real 
landscapes because it's just 


BEING IN THE SAME 
UNIVERSE 

Koronis has been compared 
to Fractalus — the two are at 
least superficially similar in 
that both involve exploration 
and searching an alien world. 
So does Noah see Koronis 
Rift as a follow up to 
Fractalus? 'Well, early on we 
figured that we could make it 
that way or not as we chose, 
but it really doesn't have to be 
in the same universe, but on 
the omes and a lot of ideas 
we'd kicked around and then 
built up something out of 
what we had left. I know that 
sounds rather vague, but it 
was really the creative 
process/ As to whether or 
not the final version was 
worth it, Noah continues, 
'I'm not disappointed, but it's 
not what I had really hoped at 
the beginning. I think with 
any game you end up with 


learn the paths and find the 
best modules, you can win 
the game without having to 
be very dextrous at all. 
Knowing the best path 
through and some of the best 
ways of getting around on the 
planet, lean get through to 
the end of the game ana from 
start to finish, take about 45 
minutes and never really be 
in any particular danger of 
getting blown up. And yet if 
you are starting from scratch, 
then it can take weeks of 
playing around before you 
get to tne point where you are 
finally up to the twentieth 
level ana have a shot at 
winning the game.' 

PLAYING OTHER 
GAMES 

Gary asked whether Noah 
had a favourite game and he 
admitted that having 
designed Koronis Rift, it has 
to be the closest to his heart. 
As to whether he plays other 
games, 'Oh yes, I'm more of a 
game player than most of the 


couldn't resist asking Noah 
what British Software he had 
encountered. 'Not too 
much,' was the reply. 'We do 
get a few titles that nave 
filtered out, but for the most 
part I think it tends to go in 
the other direction.' What 
about his opinions of the 
British software he had seen? 
'It's hard for me to remember 
now what I've seen that was 
British as opposed to just the 

t ames I've played in general. 

ut the impression I get is 
that because of the way that 
the industry has evolved, a lot 
of the software that's popular 
in Europe in general, is the 
kind of stuff that was popular 
in the US a year or two ago, 
and there is a sort of a lag in 
that direction. Also because 
of things like the fact that 
there are fewer computers 
with disk drives in Britain and 
Europe, that some of the 
natureof games — things like 
Ultima or Koronis or 
Eidolon are more complex 
games and use lots of disk 
access. We did a cassette 
version of Koronis for 


"We're trying to 
adapt games into 
more interactive 
technology. We're 
trying to produce an 
experience that's j 
like being part of 
film." 


an obstacle. So I figu red that a 
game that put you right in the 
middle of it, so that you 
actually have to find your way 
around the mountains, and 
know where they were and 
find out where things were 
behind them. It would 
certainly emphasise what we 
were doing. Also, I spent 
some time thinking about 
what makes computer games 
fun, and tried to take some of 
the basic principles of 
exploring, hunting, using 
different kinds controls, 
seeing what they do — apply 
that to a game design ana 
come up with something 
where a game was involved in 
figuring out what the various 
kinds of items and gadgets, 
and things that you find, will 
do. So basically what I did was 
come up with something 
where it's a game of 
exploration and the basic 
format is an action game, but 
you use what you do in the 
action game to work out fairly 
complex strategies.' 



less than you would have 
liked, because of the 
limitations; I guess primarily 
the amount ot time you've 
got to do it and also the 
computers that you're 

S it on and their own 
3 ns, always conspire 
to make the game less perfect 
than the vision. But I think 
that we achieved a good part 
of it with Koronis. In 
particular I think that 
Koronis would have been 
improved if we had been able 
to add a little bit more tension 
and action to it. 

'I'm very satisfied with the 
way the strategy works out 
and the kinds of planning that 
you have to do to win. And 
the fact that if you work out 
the strategies correctly and 


others in the group — I spend 
most of my lunch hours and a 
lot of evenings keeping up 
with what's out. I've got a 
little library of computer 
games at home as well.' Out 
of these he has one cu rrent 
favourite, 'Well, I'm really 
fond of strategy games, in 
general, and currently I've 
been playing Ultima 4, 
which has just come out and 
I've been enjoying that quite 
a bit. I haven't played the 
earlier Ultima s, out this one 
is quite good and it's 
amazingly deep — I've been 
spending about a month 
now, playing it fairly 
frequently and I'm just, I 
don't know, maybe a auarter 
of the way through, I tnink.' 

As with David Fox, Gary 


example, but it really is fairly . 

. . ' Clumsy? 'Well, I think it's 
probably — cassette owners 
will not find it too bad, but if 
you've gotten used to playing 
the disk version then it 
certainly takes longer than 
you want.' 


NEXT MONTH Gary continues 
talking to Noah Falstein and 
then takes up with Dave 
Levine, the Project Leader for 

Ballblazer who talks about 
providing the player with an 
alternative reality. 


98 ZZAP! 64 February 1986 





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Ocean Software Limited authorised user 


JANUARY 26, 1986 

LOUISIANA SUPERDOME, NEWORLEANS 


Ocean Software Limited, 6 Central Street. Manchester M2 5NS. Telephone: 061-832 6633. Telex: 669977 Oceans G. 



















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1985 (Mastertronic) 

22,982 Neil Rolls, Wethersfield, 
Essex 

20,579 Jason Pulfer, Bury St Eds, 
Suffolk 

19,250 Stephen Sherlock, Wirral, 
Merseyside 

APF (Pacrarlp) 

9,950 L/CPL John Paget, Lad Reme 
BFPO 41 

1,820 David Charles, Leicester 

ACTION BIKER/CLUMSY COLIN 
(Mastertronic) 

268,452 Adrian Webberley, 
Crowborugh, E Sussex 
267,139 Colin Box, Brampton, 
Cumbria 

266,133 C Roberts, Midlesbro', 
Cleveland 


BATALYX (Ariolasoft) 

82,483,150 Ansel Lawrence, Port 
Talbot, West Glam 
6,365,420 Dan Williams, London 
5,630,800 Julian Rignall, ZZAP! 


100 ZZAP! 64 February 1986 





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ZZAP! 64 February 1986 101 






















December's issue of ZZAP! offered up three competitions and a 
ZZAP! Quiz, which proved extremely popular. The ROBCOM 
competition winners are not printed here because super-efficient 
Gary Liddon gave the details to Robcom so they could send the 
prizes out immediately — but he did so before this poor, 
downtrodden comps minion had a chance to see them! Try and get 
them to younext month — Liddon permitting. 


CRAZY COMETS! 

Martech's Crazy Comets 
competition was a wordsquare 
and received a huge mailbag for 
this jolly shoot em up with its 
H ubbard music score. 50 
winners, each getting a copy of 
the game are . . . 

Robert Askew, W SUSSEX, RH105HP; Biky 
Bahra, MIDDLESEX, TW3 2RB; B Barnes, 
SUFFOLK, IP30 9NX; PA Boggis, ESSEX, 
C03 3DY; J Bosworth, LONDON, SE6 1UU; 
Martin Breen, SCOTLAND, FK10 2QU; D 
Buckley, BERKS, SL1 1NH; S Burns, Gt 
Wakering, ESSEX; Brian Calder, 
LANARKSHIRE, ML3 7PR; Paul Caul, 
MERSEYSIDE, L46 6BU; Wai Sui Chan, 
BELFAST, BT9 7FN; PA Corner, Chichester, 
W SUSSEX; S Dale, YORK, Y04 1ET; Paul 
Simon Davies, BERKS, SL6 3BA; Alex 
Ekonomou, LONDON N17; Gavin 
Lonsbrough, CLEVELAND, TS8 9HX; 
Darran Griffiths, MID GLAM, CF44 7BL; T 
Halstead, LANCS, FY5 2NE; Ryan 
Hemmings, HERTS, SGI 4DU; Lee Hickin, 
WARKS, B80 7PJ; S Hickson, YORKSHIRE, 
LS11 7DG; Jason Jones, SOLIHULL, B92 
7AE; Captain Khalid, LONDON E13 OSN; SJ 
Knowles, Nr Huntingdon, CAMBS; Ngan 
Lam, Mid Glamorgan, S WALES; Steve 
Noel Li Yoo Foo, LONDON SE14 6QQ; D 
Lloyd, Tarporley, CHESHIRE; Phil 
Lovegrove, HANTS, P04 8PX; C McAleer, 
GLASGOW, G73 3QY; G Millard, 
DERBYSHIRE, DE55 4LU; Arif Mohamed, 
Crawley, W SUSSEX; , Lee Morris, 
BIRMINGHAM, B72 1NP; Kevin Murphy, 
FIFE, KYI 10X; David Pawson, KENT, DAI 
3QD; PA Rhodes, DERBY, DE7 3PS; Duncan 
Roddis, S YORKSHIRE, S60 3SZ; Michael 
Shaw, W YORKSHIRE, WF17 8JL; Mark 
Simmons, CLEVELAND, TS3 8EG; Phillip 
Simms, DURHAM, DH1 2UJ; M Steele, 
LIVERPOOL, L8 4UT; D Stephens, BERKS, 
RG4 7NT; Darren Stokes, 
LEICESTERSHIRE, LE9 8HJ; RM Thomas, 
SUFFOLK, CB8 7RX; Terry Townshend, 
NORFOLK, NR29 4AP; Randeep Virdi, 
LONDON, SW16 4QH; Andrew Webb, 
SCOTLAND,AB1 6YE; Lucas Whittaker, 
DYFED, SA44 6LW; J Wiggell, HANTS, SP9 
7SP; David Williams, MID GLAMORGAN, 
CF38 1TB, David Wroe, W YORKSHIRE, 
HD7 3HG. 


TOPPER THE 
COPPER 

Spotting the differences in 
English Software's Topper The 
Copper comptetition earned 50 
lucky winners a copy of the 
game, and they were . . . 

Darren Aspinall, YORKSHIRE, DN6 8RZ; 

Richard Ball, HERTS, EN11 9PY; Stuart 
Barker, SHEFFIELD, S8 8SP; Nils Blum, 

ESSEX, CH13 2NE; Mark Brewer, SURREY, 

KT9 1 JP; David Buckley, BERKS, SL1 1NH; 

S Bunting, DERBY, DE4 1BH; M Burgess, 
LANCS, OL12 8BH; Andy Cobain, HERTS, 

SGI 2NJ; Paul W Cook, CO DURHAM, DL14 
6XA; Philip Crocker, DERBY, DE7 1RH; 

Sean Curry, LONDON, N4 4EL; R Cutmore, 
Colchester, ESSEX; Christopher Davis, Co 
DURHAM, DL14 8JZ; Stephen Dunne, 
BLACKPOOL, FY1 4QD; David Duxbury, 

102 ZZAP! 64 February 1986 


CUMBRIA, LA14 5HH; Richard Fisher, 
DERBY, DE3 4FL; S Frost, LINCOLNSHIRE, 
LN6 7ES; Andrew Huntley, CO DURHAM, 
DH8 OPP; Ian James, SOUTH WALES, SA13 
1BR; Phil Jones, LEEDS, LS26 OEJ; B Jones, 
DERBY, DE11 9LS; DR Kelham, DORSET, 
BN3 1AL; Jason Kennedy, MERSEYSIDE, 
L32 9QT; Rober Kingham, LONDON, E17 
9EL; Garrard Kitchen, CLWYD, CH5 4LW; 
Finlay MacKenzie, SCOTLAND, PA86 OTR; 
CPL. J McEwan, DC SON RE, BFPO 102; 
Craig Moore, LANCS, BB9 6EZ; Kevin 
Murphy, FIFE, KYI IPX; Stuart Oliver, W 
MIDS, DY3 3LF; Kevin R Opala, 
NOTTINGHAM, NG4 3PD; P P, 560 Tyburn 
Rd, BIRMINGHAM, B249RU, Rajesh Patel, 
LONDON, E12 6PQ; Mark Patrick, 
SCOTLAND, EH19 2BA; Ricky Pattison, 
NOTTS, DN22 6ND; Stuart Pinson, 
STAFFORDSHIRE, B78 3SS; Charles 
Round, WOLVERHAMPTON, WV10 OAG; J 
Rennison, SCARBOROUGH, Y011 3EW; 
ML Rodrigues, KENT, DA5 IPX; Carleton 
Shaw, LONDON, N10 3HT; S Shelly, 
GLOUS, GL7 1DX; KM Smiles, TYNE 8t 
WEAR, NE25 8RE; Kevin Sullivan, 
W.SUSSEX, BN13 3LN; CPL MA Tomic, 
BFPO 1; Ian Thompson, W SUSSEX, BN12 
4EQ; Andrew Tinning, N. YORKSHIRE, HE3 
1HY; Bob Watson, BEDS, MK40 3EE; 
Darren White, TYNE & WEAR, NE8 4PY; 
Gary Willis, DEVON, TQ1 1PZ. 



THE SECOND ZZAP! 
QUIZ 

Our second ever ZZAP! Quiz 
resulted in a massive turn out — 
seems lots of you know more 
about past issues of ZZAP! than 
we do — having carefully made 
a printout of the answers at the 
same time as writing the 
uestions, it came as a bit of a 
aunting prospect to realise the 
piece of paper had been lost! 
Gary Penn took several hours 
working out the correct answers 
all over again. Anyway, first 
three out of the bag each get £25 
worth of software and a ZZAP! 
T-shirt, and they were . . . 

I Benjelloun, HERTS, AL8 7QP; Darren 
Crawley, WEST MIDLANDS, B68 90B; 
David Hancox, COVENTRY, CV7 8 AX. 

The Runners-up (T-shirt): Jason Hart, 
WALES, CF6 4LE; Stephen Medcraft, 
ESSEX, SS9 8BP; Shane Stokes, Dublin 16, 
IRELAND. 


Congratulations to everyone 
who won something — more 
next month! 







!« 










... : 



mmm 




How to enter your challenge 

1. State games and scores clearly on the form provided (or a close 
copy). You can give fewer than four games if you wish. 

2. State level achieved at the end of each game, either the wave 
number (if possible), rating or some indication of how far you went 
into the game along with the time taken to complete the game. 

3. In the space provided write further details about the game which 
might help to confirm your score. If it's an arcade adventure then 


write the percentage and if it has a time limit or bonus then state 
how long was left and what bonus was awarded. Other details 
include things like the game crashing because of the high-score 
achieved or whether the game resets at a certain point. Any other 
relevant details will be useful. 

5. Post your entry to: Zzap Challenge, Zzap! 64, iPOBox 10, Ludlow. 
Shropshire, SY8 1DB 







mm 





And yet another update on how the ZZAPI/CRASH/AMTIX! Dr Barnardo and 
Action Group charity parachute jump is progressing. C'mon people, we need 
your votes to push some of our staff out of a high-flying plane — they want to go 
— they really do . . . 


I suppose that it was inevitable 
thatthose who didn't really want 
to jump should attract the most 
votes. ZZAP's very own Mr 
Rignall seems to be at the top of 
the list and he is very concerned. 
When he asked me how he 
should go about getting out of 
this mess I suggested that he 
should try being pleasant to 
people which would result in his 
being ignored. Of course the 
easier alternative would be to 
send a few votes in himself, to 
try and work his way down the 
list. He putthe proposition to his 
bank manager who simply ref- 
used to advance Julian the 
necessary funds. Strange thing 
was, the very next day we had 
some votes from a bank man- 
ager, for Julian! 

Franco Frey, The Newsfield 
technocrat, is more than a bit 
disappointed that he is lying 
only eleventh in the jump table. I 
am a little surprised by this as 
Franco writes quite a lot for all 
three magazines, mostly on 
graphics packages, so he really 
deserves to considered. Some- 
one at the last ZX Microfair 
really put his finger on Franco's 
problem, when he declared that 
Franco 'was a really nice guy'. 
The voting trend seems to be for 
the Newsfield equivalent of a 


video nasty, hence the strong 
showing by the likes of Gary 
Penn, Julian Rignall and Robin 
Candy. Send a nice guy aloft — 
Vote for Franco. 

While we are on the subject of 
video nasties that reminds me of 
Mr Candy, who in truth is a good 



bloke, he's just misunderstood. 
There seems to be something of 
an ego battle being conducted 
between Messrs Candy and 
Mangram. Each of them see the 
number of votes as a measure of 
popularity. This has naturally 
put Lloyd in a very difficult pos- 
ition, he isn't keen to allow his 
frail body to be ejected from the 
back of a Hercules. He is, how- 



ever, just as determined not to 
be shown up by 'that little 
jumped up poke person'. The 
CRASH Editor Graeme Kidd 
seems to be attracting more 
votes than he bargained for, so 
many in fact that the worried 
man was caught actually trying 
to edit the jump table. I have 
now taken steps to ensure that 
the table is kept where Graeme 
can't find it, on his desk. 

The software industry contin- 
ues to donate prizes. Among the 
latest contributors are Ocean, 
The Hit Squad, incentive and 
Micromega. The boys from 
Micromega, Neil Hooper to be 
exact, sent us a superb letter and 
what must be World's most 
awful joke, so appalling in fact 
we feel that it would be irres- 
ponsible to print it. We can, how- 
ever, make it available to anyone 
daft enough to want to see it — 
for a mere five votes a read. And 
yes Neil, we would like to hear 
the one about His'n'Hercules. 
The Ram Jam Corporation have 
promised to send us a bumper 
box of prizes and a respectable 
block of votes. A sudden burst of 
generosity perhaps? Well not 
entirely, it seems AMTIXI's Sean 
Masterson has upset them. Ram 
Jam, far from being a bunch of 
wallies, quickly calculated that 


sending a substantial number of 
votes for Sean would be a lot 
cheaper than paying the train 
fare for their heavy mobto come 
all the way up from London. 
Smart. 

Even John Edwards, the client 
liaison person, has collected a 
vote! As yet I have been unable 
to track down the source but 
suspect that it may have come 
from an advertising agency, if 
so, send more. The Army would 
be truly grateful of the opportun- 
ity to test the lift capacity of a 
civilian-laden Hercules. I can 
think of no better way than by 
sending John, Graeme Kidd and 
Gary Liddon. 

Remember, whoever you chose 
as a victim, never forget that 
every penny you send will go 
towards making a handicapped 
person's life easier. 

This months voting recommen- 
dations: 

FRANCO FREY because he's daft 
enough to really want to do it, 
and GARY LIDDON because he 
thinks he's man enough to. 

"C’AoN.Ger 
'THPT 
Heu>fuL 

uaoT 

RDU-ihiG; 



I want to jump out of a very high-flying 

Hercules (He or she may use a parachute at their 
own discretion) 


THE COMPETITIONY BIT 

Name three flight simulation games 


I enclose a donation of £ (minimum of £1.00) ^ 

and no coins please. We get charged for receiving 
them. (2) 


% 


I am frequently known as 



and can be reached at 


Postcode 

SEND YOUR VOTES AND LOOT (NO COINS!) 
to: 

WEEeeeee SPLAT! PO BOX 10, LUDLOW, 
SHROPSHIRE, SY8 1DB 


In fifteen words or less, using your skill and judgement 
and a pen, complete the phrase below in the most apt 
and original way: 

I WANT GARY LIDDON TO JUMP BECAUSE 


■■■■■■■■■■■■■■** 

ZZAP ! 64 February 1986 103 



te 

vj> 

¥ 

3 

v/» 



STRATEGY 


KILLING FOES FOR PEACE 


First column of the new year and it appears the powers 
that be have decided to give me a 'comer' of my own. It 
makes sense really as I've been doing specialist strategy 
reviews and essays for a few months now and it seems 
they've gone down relatively well. As I've stated in 
previous issues, there are plenty of good strategy games 
to review. Eventually, I hope to get to see some SSI titles 
via US Gold but that depends on whether Mr Penn can 
remember to get on to his contacts there during the next 
month (hint). In the meantime, there are a couple of new 
games to take a look at, these being Falklands 82 from 
PSS and Argus Press Software's The Evil Crown. 

One of the more interesting things I came across this 
month, was the suggestion in the Sunday Press that 
Falklands 82 was distasteful because there is a poss- 
ibility that the Argentinians might win. Now, you can 
discover my own views on the game later in the column, 
but more importantly, my own views on the game — 
and indeed anyone else's, should not be based entirely 
on whether one side or another could 'win'. Certainly, if 
the case was that one or another side constantly won, 
that would be a valid reason to criticise a game. But the 
fact that over the past few years, strategy games have 


earned a certain degree of respect that has largely 
eluded other games, makes me surprised that the news 
feature took the tone it did. Do the majority of people in 
the mass media really want us to believe something just 
because it is important to them? I suppose the answer 
must be yes. 

If the majority of the public as a whole believe such — 
after all, what we read does affect us to some degree — 
then how exactly does that microcosm of society known 
as the Strategy gamer, feel? Is there that feeling of 
wrongness because performance in a particular game 
was poor? Or is it that one just has to win to gain some 
sense of achievement in a genre so evidently a test of 
one's logical capabilities rather than the speed at which 
a joystick can be waggled? I sometimes wonder. 

Problems with any kind of strategy game or indeed 
hints and suggestions for play are always welcome (I 
don't get a lot of mail, being into this specialist stuff, you 
see). If there's enough response, I should be able to print 
a useful reference column. So get pen to paper. If you're 
reading this, then the chances are you're interested at 
least to a small degree. I'm interested in what you have 
to say, so let's hear it . . . Until next issue, have hin. 


FALKLANDS 82 


PSS, £7.95, cass 


T 'he new year brings with it 
one of the most controver- 
sial games since PSS's 
Theatre Europe. Again the game 
is a modern strategy simulation 
and again the company con- 
cerned is PSS. This time how- 
ever, the conflict is in no way a 
hypothetical vision of the apoc- 
alypse. This one has already 
happened — in recent years too. 
Falklands 82 is PSS's attempt to 
recreate the brief but relatively 
bloody war fought between 
Argentina and Great Britain only 
three and a half years ago. 

Many have felt that the subject 
was 'too close to home' and 
some felt that PSS's own ten- 
dency to include arcade type 
sequences into their wargames 
would somehow trivialise the 
affair. In fact, this is the first 
game the company has released 
without even the option of ar- 
cade sequences. Instead a fully 
fledged wargame solely depen- 
dent on its ability to simulate the 
actions of what many have 
called the last of the Imperialistic 
wars, has been released. 

The game comes packaged in 
an unusually small format for 
PSS, being only a conventional 
cassette slip case rather than 
their 'traditional' bookcase 
cover. Inside is a comprehensive 
instruction book which is well 
presented and highly readable. 
The instructions themselves are 
not complicated and as seems to 
be the norm with English stra- 
tegy software, it's designed with 
the beginner in mind (whilst still 
catering for the more experien- 


ced gamer). The instructions 
detail all the information supp- 
lied with each unit and how it 
affects play, victory conditions 
and all the other game related 
material with a directness and 
clarity which is fast becoming 
one of the strongest points in 
PSS's presentation. 

Basically then, the game takes 
place in the Northern part of East 
Falkland Island beginning with 
the actual British landings on the 
Island. All the sea-sea and air- 
sea parts of the conflict are 
skipped (except for certain re- 
ports which will be elaborated 
upon later). Across the section 
of Island are ten settlements that 


need to be liberated by the 
British forces within a given 
number of game turns (the exact 
number ot which depends on 
the difficulty level set by the 
player). British and Argentine 
forces are split up into different 
kinds of units of varying str- 
ength. Unit capabilities are Ag- 
gression Factor, Defensive Fac- 
tor, Movement Factor and 
Range Factor expressed in pure- 
ly abstract terms. Units them- 
selves are displayed in the form 
of redefined character blocks. 

The screen shows only that 
part of the Falklands covered by 
the game with terrain markers, 
major settlements and installa- 





Familiar to us all — the map of the island bargied by the Argies. 
Sean says it was 3 years ago (cos he's writing at the end of 85, but 
we all know it was 4 years ago now). ^ 


tions (such as the airfield) and 
the four possible landing sites 
for the forces. Once the landing 
site has been selected and the 
forces have embarked, game- 
play is incredibly simple, being a 
case of following prompts and 
making uncomplicated decis- 
ions. Airstrikes can be summ- 
oned in good weather (as can 
support from the task force) and 
the Argentinian airforce will occ- 
asionally break through your air 
defence and strike against one 
of the land units (an announced 
strike is not necessarily success- 
ful) or the task force itself. 

Enemy units are hidden until 
scouted by advanced allied units 
or engaged in combat. One of 
the options for the SAS and SBS 
units available to the player is 
the Reconnoitre option which 
will spot ranged enemy units. 
However, once play commen- 
ces, things become worrying. 
Combat can be with any other 
unit in range. However, the way 
it is handled by the computer, 
using say an SAS unit to back up 
conventional infantry against an 
araentinian infantry unit has no 
effect at all. Instead of recog- 
nising the kind of sabotage and 
confusion a specialist unit 
would cause while the main 
force kept the large proportion 
of the enemy occupied, the com- 
puter simply goes off attack 
factors and happily wipes out 
the SAS and commences com- 
bat between the other two. This 
reduces your special forces to 
the level of recon troops — not 
the most realistic of evaluations 
by any means. 

Proximity and Zone of Control 
can also have weird effects if a 
cluster of units is located in a 
small area. Allocating fire mis 
sions from artillery works fairly 
well but some of the randomi- 


104 ZZAP! 64 February 1986 






zation factors for damage re- 
sults must be unreliable when 
on a clear day, an Argentinian 
unit is attacked by air, sea land 
and indirect fire, in clear terrain 
— and comes out unscathed! 
When handling orders for a par- 
ticular unit, if an enemy airstrike 
occurs (no matter whom it is 
directed against) that unit loses 
the ability to accept orders for 
the rest of that turn. Why? 

However, considering the 
game requires the recapture of 
ten settlements and the success- 
ful defense of those settlements 
one full game turn after their 
capture, there is no reason why 
if this is achieved, the game 
should have to be mechanically 
played out for the required 
number of turns for that compl- 
exity level while your ships re- 
ceive inevitable hammerings off 
the coast with no chance of you 
taking a part in their defense. Yet 
that is exactly what happens. 

There is no option in the game 
to try tactics like the sabotage or 
attack of enemy air-bases (th- 
ough perhaps such a feature 
would have been seen in the 
wrong light by those unaware of 
the speculative intentions of the 
author). Their is no strategy in- 
volved, though. That's the real 
problem. This is the first com- 
puter wargame I've ever played 
on eveiy difficulty level and won 
every time. 

If this is the way PSS games 
are to go in the future. I'm very 
sad indeed. Theatre Europe was 
excellently presented if a little 
weak on the strategy side. Battle 
of Britain had the option of ex- 
cluding the arcade sequences 
and the result was a highly res- 


pectable wargame. Having said 
that, if you left them in and 
played the game with your eyes 
shut, it would probably give 
more credence to the term 
authenticity than Falklands 82. 


Presentation 75% 

Simply but effectively laid out 
and remarkably easy to use. 

Graphics 60% 

Sharp map of East Falkland 
Island but little else. Unit 
displays are nothing more than 
a joke.. 

Instructions 62% 

Easy to pick up but woefully 
lacking in areas of important 
details and 'historical' notes. 

Authenticity 39% 

There isn't any — unfortunately. 

Playability 64% 

Rather surprisingly considering 
the limitations of the game as a 
simulation, it's quite playable if 
you're a total novice. 

Value for money 33% 

Far too undemanding and 
trivial. 

Overall 34% 

Despite the fact thatthis isn'tthe 
tasteless^farce everybody 
thought it would be, it's still 
nothing other than a trivial 
misguided effort with little to 
offer except for the most 
unconcerned beginner. I still 
find it hard to believe PSS 
bothered to release it. 


THE EVIL 

CROWN 

- A PREVIEW 

Producer: Mind Games (Argus Press Software), 
£9.99, joystick and keys 


T his one player game is all 
about running a Barony in 
feudal medieval England. 
It's an icon driven game which 
allows the modification of var- 
ious factors surrounding the 
running of your estate. Apart 
from the now fashionable use of 
icons, the game employs some 
animated sequences (to depict 
battles and revolts) and a re- 
designed character set adds 
atmosphere to the game. 

The main screen is split into 
two halves. On the left is an 
overhead view of the fields 
worked on by the peasantry. The 
cultivated areas are highlighted 
against the forest region. If the 
harvests are not too good, it's 
possible to select new areas for 
farming, using an arrow cursor. 
To the right of the screen are 


nine main icons which allow you 
to alter the tax rate, alter the toll 
rate for passing traders; pay 
scutage to the king (to avoid 
having to send your militia into 
battle for him); modify the size 
of the militia; give food hand 
outs (if the peasants are particu- 
larly poor); spend money on 
tournaments; check your pro- 
gress; continue to the next stage 
of the game and quit. 

The idea is that from the first 
year (1156), the estate has to be 
managed in yearly turns. By 
maintaining the right balance of 
taxes and forces and proving 
yourself in the annual 
tournaments. The main strategy 
part of the game takes place in 
the first part of the game where 
the allocation of available 
resources is planned. The option 



to continue is then selected. 

The first part of this section 
shows a repetitive sequence of 
animals wandering through the 
forest. The more creatures, the 
less efficient the use of labour 
and land. A 'go away' icon 
allows the scene to change to 
the tournament sequence. This 
is the only part of the game that 
requires physical dexterity. The 
player takes part in a joust, and 
the top half of the screen 
displays the riders approaching 
each other. The bottom half has 
the jousting score on the left, 
and a view of the oncoming 
knight on the right. The cursor 
now becomes the point of a 
lance, itself made to move jerkily 
to simulate the effects of the 
galloping horse. By the time the 


used to convey the result. The 
colour of the figures also reflects 
how large the battle is. Assum- 
ing you aremot totally defeated 



two riders meet in the centre of 
the screen, the point of the lance 
must have been guided into a 
position that will result in a strike 
against the opponent. Enough 
successful passes and the tour- 
nament will be won. This section 
is particularly difficult to master, 
however, so practice will be 
necessary. 

Whatever the outcome of the 
tournament, the next stage of 
the game deals with any battles 
and/or revolts by the peasantry 
that have to be resolved. Ano- 
ther option, to pay the militia for 
their participation in these 
events, is provided. A simplified 
graphic sequence showing a 
couple of figures in combat is 


at this point, the next screen 
shows the harvest result. The 
greater the harvest the more 
efficient the labour force and use 
of land. Random elements like 
the effects of weather are ac- 
counted for by animated clouds 
covering the sun. If all is well at 
this point, the game progresses 
to the next year and the cycle 
begins again. 

The subject matter is a slightly 
unusual one and has been app- 
roached in a rather interesting 
format. How good its final imp- 
lementation on the Commodre 
64 will be, is too early to really 
tell. However, the minute that's 
known, you will be able to read it 
here. How's that for service? 










ZZAP ! ON A POSTAGE STAMP 




MI«S Ot 


:G(JAK:. 


Wtmm ' Mom 

1 Aft?m<S2QF? 








wmmi 


XSAWfXfv 


SSSttaaMf 


ME «■»'»« >,(! S> 

X«Cv>X*X<-^j 




; i^nn'(iii(flgSniww8 


For our written records, 
every word in every issue 
of ZZAP! is saved on a 
micro floppy disk, so we 
can always find out what 
it was we really said! For 
the visual library, we have 
several sets of issues in 
our fab ZZAP! Binders, 
normally referred to as 
The Bible'. These are 
fine, except no one can 
find them when they want 
because 'someone else' 
has always left one hid- 
den wherever they last 
used it — the usual sort of 
thing. 

So we were all deligh- 
ted when a ZZAP! reader 
sent us three film sheets 
with the mega-reduced 
pages of ZZAP! issue 6 on 
them. These are micro- 
fiche sheets, the kind 
used in banks to keep 
your current accounts up 
to date. They're also used 
in libraries for record pur- 
poses, not only for list- 
ings of titles held, but also 
to keep entire newspaper 
pages on record. 

The three sheets repro- 
duced here at actual size, 
contain all 132 pages of 
the issue, including ad 
pages (no charge adver- 
tisers — this is a free 
entry!), and despite their 
tiny size (a fraction over 
half an inch high) every 
word can be read with 
great ease under a mag- 
nifying glass. We can't 
promise that the printed 
result seen here will be- 
have as well, but to prove 
the point, we've had one 
page blown up (300%) 
and you can see that it 
works. 


ly has its attractions for us 
— think how tidy ZZAP! 
Towers would become, 
and never again would 
Julian Rignall be able to 
hide away our reference 
sources. Mind you, when 
it is hidden, the ZZAP! 
Binder is big enough to 
spot lurking under some 
geological strata of pap- 
ers, press releases, letters 
and the like on his desk — 
so maybe big is still beau- 
tiful after all! 


A microfiche is norm 
ally in negative form and 
we have reproduced 
them here as you would 
see them under a micro- 
fiche projector. 

There's something fas- 
cinating about miniaturi- 
sed versions of the fami- 
liar, hence all those affec- 


106 ZZAP! 64 February 1986 


tionate nuts who can 
handwrite the bible on the 
back of a postage stamp. 
This isn't quite all of our 
'bible' — but the thought 
of storing a year's worth 
of ZZAP! on only twelve 
sides of A4 paper certain- 
















MAILORDER 

Please state name of game, machine, cassette or disk and quantity required. 
Enclosed crossed cheque/PO made payable to FIREBIRD SOFTWARE. All 
offers are subject to availability. Orders are despatched promptly. All prices 
inclusive of VAT and postage. 

MAIL ORDER: AUNTIE KAY, ‘FREEPOST FIREBIRD, WELLINGTON HOUSE, 
UPPER ST. MARTIN’S LANE, LONDON WC2H 9DL. ‘No .tamp required 


The evil Ores ravage 
the land of Belorn-yoi 
control the only 
characters who can 
save it. Stunning 
landscapes plus 
intriguing adventure in 
‘Venturescope’. 


Ivan the Crusader's 
epic quest to end 
Rasputin’s evil reign 
puts this isometric 
multi room arcade 
adventure in a world of 
its own. 


germ 


QX-Jb WWRWN 


Crazy multi-screen 
adventure-failed 
Germ Gerry proves his 
worth by laying waste 
to his victim’s body- 
until he reaches the 
heart... 


Ted’s Great Summer 
Blow-Out- over 40 
whacky screens as he 
tries to avoid 
sunstroke, drinks like a 
fish and blows all his 
hard-earned money! 


Four great, sizzling games from Firebird - the all-new Hot 
Range. Available for the Spectrum, Commodore 64 and 
Amstrad - see them at all good computer stores now! 


FIREBIRD SOFTWARE WELLINGTON HOUSE 
UPPER ST. MARTIN S LANE LONDON WC2H 9DL 


0 FIREBIRD IS A TRADEMARK OF BRITISH TELECOMMUNICATIONS pic 







mmm 


asasiK? 


ACTIVISION, £14.95 disk 
ZZAP! rating 97% 


US GOLD, £9.95 cass 
ZZAP! rating 94% 

3. (1) SUMMER 

US GOLD, £9.95 cass 
ZZAP! rating 97% 


11 ( 10 %) 


4. (3) ELITE {6%}mm- 

FIREBIRD, £14.95 cass, £17.95 disk 


12. ( 13) SKYFOX 

ARIOLASOFT, £9.95 cass 
ZZAP! rating 91% 








6. (6) FF 

OCEAN, £9 
ZZAP! ratiri 


13. (—) ROBIN OF THE WOOD 

ODIN, £9.95 cass 
ZZAP! rating 92% 




y">.' •: oi ss ^Xt' 


7. (—) WHO DARES WINS II 

ALLIGATA, £7.95 cass 
ii ZZAP! rating 90% 


14. (14) BARRY MCGUIGAN'S BOXING 

ACTIVISION, £9.99 cass 
ZZAP! rating 91% 


i"Cv>SS 
:>> \< 


108 ZZAP! 64 February 1986 




A 




2. (4) WINTER GAMES (11%) 


9. (8) PET PEOPLE ( 3 %) 


IV. | kJ f > i ■ v/ i vm a I \ /U / 

US GOLD, £9.95 cass 
ZZAP! rating 91% 

. • -. . - 0 -v. ■■■>: - 


ZZAP! rating 92% 


11 .(5) DROPZONE 

UK GOLD, £9.95 cass 
ZZAP! rating 95% 


25. (—) FIGHT NIGHT (4%) 

US GOLD, £9.95 cass, £14.95 disk 
ZZAP! rating 93% 


‘ IMHEBBEta x h » \ is* * 

Every month we give away an amazing £40 worth of software to the first person whose ZZAP! READERS TOP 30 VOTING FORM is pulled 
from the bag. The winner also receives a super ZZAP! 64 T-shirt. Four runners up get a T-shirt and a ZZAP! Cap. So all you have to do 1$ fill out 
the form below, remembering to put your name and address down, list your five favourite games in descending order (remember they must 
be released games that you have played), state which software you would like (to a total value of £40) should you win, and your T-shirt size 
(S,M,L). Then send your form in to the address shown. 


1. (2) PARADROID (13%) 

HEWSON CONSULTANTS, £7.95 cass 
ZZAP! rating 97% 


8. (7) WAY OF THE EXPLODING FIST ( 3 %) 

MELBOURNE HOUSE, £9.95 cass 
ZZAP! rating 93% 


ZZAP! 64 TOP 30 VOTING COUPON 


(Please write in block capitals) 

Name 

Address 


I am voting for the following five games 

1 


Postcode 


If I win the £40 worth of software, the games I would like are 
Game (and software house) 


ZZAP! TOP 30, PO BOX 10, LUDLOW, 
SHROPSHIRE SY8 1DB 




MMk 


-mtm 


Wk 




■•v" 

,. . * - '. ..- .''V^ 

••-’V : W 




p!f K 

h«v . wA a< .% ; 






-v 'Cz+t&i* 


21. (12) HYPEI 

IMAGINE, £9.95 cass 
ZZAP! rating 91% 


ELITE, £9.95 cass 
ZZAP! rating 69% 


BEYOND, £9.95 cass 
ZZAP! rating 92% 










THE 




EVER 


QUIZ 


IflST ( 

GET ID CR&P IN I St 

mV own umf 


QUIZ- 


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PlTFt&NCES 

BerweeM pictures. 

FI ftMP P - THEN 
Tick THE/K on 

PICCIE £ RMP 5€MD? 


IT TO M£ AT; RoCKFoRP'S Z2THP QUIZ 
" ^ RO.BOX IO, (-UpTOl/v) 

X SfllOP SPS. 1176 

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110 ZZAP! 64 February 1986 




UPDATE: 

Marooned on an unknown world, the 
passengers of the wrecked liner “Arcadia” 
are about to perish in a ritual religious 
sacrifice. Since their capture they have seen 
nothing of Cross, the man pledged to saving 
them, but as the ceremony approaches its 
hideous climax... 




>s* 





THIS 


SPEAK 


VIL&PRRE/ 
CALL OFP THIS 
BARBARIC 
S R ITU At. / 


- 




- 




ml 




M 


■ 








ENP 


mm 


utrr&e. 




■ 




^-STRIKE T- 
rpOUJN THE 
BLBSPHEMER- 
GIVETHE ORPER 
.TO CONTINUE/// 








\ . • •-7 


mm* a , > 

1 ' . 


THE HARSH WARLORP 
SEEMEPMORE INTRl&UEP 
THAN OUTRAGE P/// 


m&MZ&a *r*r**z 




I CROSS' 
COMPANIONS, 

' 3IN KIMAS ANP 
MANPRELL ERSEP 
THEMSELVES FROM 
THECROIA/P/// 


f TOSEETHIS^ 
I STRANGER PEAL 
\ WITH THE 
a Altar a 

m. GUARDS/// ^ 

\ y y — 


r NO/ ^ 
PEL W THE 
CEREMONV— 






. 








/ YCOYIEON/N 
L/ 4 THEY'LL K 

i f slaughter him/ 
A we MUST BACK, 
UP/ 




/>JV< ■/ V:' 


t* fm 

A 

" I.-- 

- •' ' ' 

■ "iSB 






ZZAP! 64 February 1986 111 







UNNF/ 


IMBECILE / 
THAT MCWE HRS 
COST you VOUR 
HANC? — 
THE NEXT WILL 

k TflKE VOUR A 

^ ucnr,/ ^ 


r I SAIP> ~ 
I WILL PASS 
. HERE ! A 


HOLP / NO MAN ~ 
POSSES WITHOUT 
VIL&RRRE'S LEAVE/ 


rfUr. 


^ 74 


| WILL ^ 
PASS HERE- 
ANP You WILL 
NOT STOP ME, 


But, os the blape scythep 

TOWARPS HIM, CROSS 

RERCH6P OUT — PNP,,/ 

i Mti HI 


r IT- IT'S ^ 
IMPOSSIBLE / HE 
IS CUT TO THE 
BONE - YET HE 
HOLPS ON /,' 


But 


CROSS' METABOLISM WPS R STRHN&E I • TviT > ; -L, 
MIXTURE OH HUMAN, VIRUS flNP *1"' ‘>V' „ " 

COMPUTER- MflN&LEP INTO ONE RT SraHHHSP. 
THE CRASH — Mp wi— jgOzLBB 
BM jhbH^His BIZARRE HYBRIP CELLS COULP 

jflKl Ss&mm Repair pamr&ep tissue many 

wBKFl times faster turn normal - is 


- By the Time he reachep 

THE SWORP, THERE WHS LITTLE 
TRACE OP THE TERRIBLE MOUNP/ 


STORY BY KELVIN GOSNELL 


112 ZZAP! 64 February 1986 


: .ii» 


DRAWN BY OLIVER FREY© 


•■■■ ■ : : .. • ' * ... .. l_i. -11-L.2 , ; 
















1WANT 

these 

PEOPLE. 

BACK/T 


YOU HflVE^ 
r SOMETH I N& 
THAT BELONGS 
TO ME/ ◄ 
LviLGflRRE- J 


r -ANP VOU HAVE 
SOMETHING THAT 
I WONT, (THINK 
.IT IS TIME To 

bargain n/ 


CANCEL THIS ^ 
CEREMONY 
RNP SPARE THE 
PRISONERS -FDR 
NOW- \ MUST 
TALK WITH ^ 
CROSS ///^ fll 


BUTMYLORP/ \ 
VbU CANNOT STOP 
THE CEREMONY/ 
THE UURRTH OP THE 
SOPS UOILL BE 
VlSlTEP UPON A 
. usanp-_ 


Soon, on the balcony 

OF VIL&ARRE'S PALACE/// 


THE WRATH 


OF VILSARRE 
IS MUCH CLOSER^ • 
THAN THE WRATH OF \ 
the Oops, priest- it m 
ALSO HURTS A GREAT M 
PEAL MORE -THE J 
CEREMONY IS ^ 

CRNCELLEP- SEE TO IT/ 


r so You 
f SAY THAT THESE 
GREAT GLOBES 
IN THE SKY ARE 
OTHER WORLPS 
LIKE THIS ONE - 
ANP l COULP 

\trpvel to A 

/ THEM/// 


YOU WILL FlNP ME FI NOTH ER 
SHIP — YOU WILL FlNP IT 
\WITHIN 30 PAYS OR YOUR 
PASSENGERS Start 
^ V flOTME/ — ^ 


imPOSSlBLE/ ~ 

WE FOUNP SOME 
OLP SHIPS/ BUT 
THEY CANNOT a 
FLY/ Lm 


^ VES -IN A K 
SPECIAL SHIP WE 
CAME IN one- 
6UT IT IS , 
PESTRO^EP, / 


ARE THERE ANY MORE SOURCES 
OF WHAT YOU CALL- , 

’RELICS' AS WELL AS THE >/ 
L SITE TO THE SOUTH 


r THEN THAT ^ 
IS WHERE WE 
START OUR 
SEARCH 


yes, aujay to the north, 

BUT IT IS IN THE 'BURNING LANP' 
FEW MEN RETURN ALIVE - ONLY 
THOSE WITH THE BURNING FEVER 
SURVIVE- IT IS A LIVING PERTH/ 


BUT, CROSS'- ^ar 
EVEN IF WE SURVIVE - 
WHAT OF THE OTHERS - HOW CAN 
WE KNOW HE WILL NOT KILL THEM 
^THE MOMENT WE LEAVE ? A 




ZZAP! 64 February 1986 113 


rrr 









-ANP WIPE HIS 
CITY INTO 

NOTHINGNESS 


BECAUSE 

HE KNOWS THAT IF Y 
HE HARMS BNV'OF THEM 
I WILL RETURN - U 


BNP SO, OS CROSS LEP 3IN 
RNP MflNPRELL INTO "THE 
WILPERNESS/,, 


UIL6RRRE ENTEREP 
A PORK FbRBIPPEN 
PUNGEON INTHE 
BLACK HEART OP HIS 
PALACE n/ 


WAKE 

HIM' 


X BUT MV ‘ s 

r LORP- IT IS ONLV 1 - 
THREE VEARS SINCE 
iw LAST TIME / ^ 


-HE WILL 

BE flNGRV/. 


WAKE HIM ~OR i'll 
DOITMVSELF ANP 
FEEP VoU TO HI M/ 


WHY!? 


;>'9?W WHV DO VOU 

WAKE ME, 
VOU MORTAL PO&? 
WHV BRING ME A 
.BACK TO VonR jm 
HELL 


KflRRlAN — KflRRlAN 

CBN VOU HEAR ME? 

‘ IT IS V IL&ARRE/ 
lN6EPVOU,KARRIAN- 


y-HES, 

MTIORP, 


— THE 
BURNING 
L.BNCW 


IT IS OUR BARGAIN 

K9RR1AN/-THERE , 
IS ONE WHO MUST 
BE FOLLOWED -ANP, 
THEN KILLEP WHEN J 
HE FlNPS JK] 
SOMETHING -/A 


F^then t 

VOU CRN 1 

Rest again 

FOR 

* years.,/ j 


tr is M 

r GOOD — I J 

Will GO, “ 
THERE IS MUCH 
lPEBTH THERE - 


WHERE 
MUST I 
* GO? 


- I WILL 
BRING MORE 



114 ZZAP! 64 February 1986 










I 











This is Hardball from Accolade. The first in a new generation of game 
software that sets the standard for others to beat; if they dare! With^ 
graphics so large and liteiike and sound effects so real, you’ll^^ 
believe you really are at the ball park -yes, you can 


ByAccolade 

For Commodore 64 


Cassette - £9.95 
Disk - £14.95 


Tha Ct^nil^nl 


aimosr smeii me nor-aogsi 

Sorry, we can't supply the hot-dogs; you’ll 

have to bring your own - but everything 

else is here to recreate the 

atmosphere, tension and 

excitement of big time 

baseball on your 

own small , 

screen. 








...Your 

r mission as 

resistance leader 
Michael Donovan is 
m to seek and destroy 
their Mother Ship 
using all the skills 
and weaponry at 
your command. 

All-action, multi-level 
Arcade game for your 
Spectrum & Commodore. 


The TV. 
science fiction 
series invades your 
home computer 

Earth is visited by 
seemingly human 
aliens... 

These reptiles soon 
reveal their ultimate aim 
however.. to take over 

* 

Earth and enslave its 
population... 

SPECTRUM 4 8 K 


Ocean Software Limited, 
6 Central Street, Manchester M2 5NS. 
Telephone: 06 1 832 6633 Telex: 669977 Oceans G 


Ocean Software is available from selected branches of: 

(S3^),whsmith rJBSrnmwooiwoRm 

LASKYS, Rumbelows, Greens, 

Spectrum Shops and all good software dealers. 

Trade enquiries welcome. 


© 1983 Warner Bros. Inc. All Rights Reserved